Bifrost feedback versus ICE and versus Houdini?

2020-05-30 Thread pedro santos
On the lookout for Character TD role involving rigging and deformers I'm
wondering how does Bifrost performs in driving object kinematics, blend
shapes and geo deformation in general?

For speed, the basic rig was sourced to modular or auto rigging but the
specific deformation details of each character was achieved with ICE, where
I had a lot of fun coming up as a Character TD because I could create some
abstract rigging by just manipulating matrices and even doing the skinning
deformation there if needed or write objects' kine.global or the blend
shapes.

In Houdini there is some separation because Deformation is done in VEX/VOPS
but driving the rig is achieved in CHOPS and there one can't use Groups
like in ICE to access all their members attributes as an array, for example.

This seems the right place to ask given then crossover a lot of people have
between ICE, Houdini and Maya.

Thanks
Pedro

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Pedro Alpiarça dos Santos


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Re: Is there a mail list for Ex or Current XSI peeps who use Houdini ?

2020-05-11 Thread pedro santos
Discord invite:
https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDXb1tlmIDkulRZFiKqdlCz-2FuGSuRkxQ4LM7C6RDTbshOW0KUm74cMZyLNsEApKuqg0qty4v-2FwbwsVz5EnVBTGFblzYFOgpCyxMT6loHHCUZY77Z3kJ6rYZp1GVOjmn-2B-2BjgSktowZGyrShaE06Kqt0YzpMYrNq1Gp4-2F2ps1BCU3EnuPaWP2K4XRaiW7G1WlbhNJed8s6zAst4ZccN6mrRkskxgf5n2uXWTz1WqxCFgrNsdObH71rNiyTC2vX-2Fly1To9vEu-2FKdBoHEG5os0r7kj7VKy1P2xH0F-2B05GnZMx8go-2B-2FWrDrHOWNjfdbbDSlsPqnWoc4poFcnIEcd0ECsCqQPzYjNpcaJav-2BX-2F96bClh3ZE-3D-TqV_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fTIUIx0fpAJ8fYh1-2FUf26ADc-2B5JvI23mYlbZZEKpG9jx1aJKD29I13oewiPN7kwISsZ5iWZq2goe1heSAgp9A-2B604Z90krvjGFWEpKkZGvPb2emk9MivVt5xLxTC5UzSw6ZWFXFo8E7oNsUzl0cHnzYLvArpOLf7oioo7IlT5IP3UHWIHi3uCLpLYLxI6eFfHM-2Ful33oXz0xWpCzhm1-2BL4-2F
 
There's even an XSI emoji :xsi: :)
One is supposed to keep discussion relevant to the channel topic, but there
is offtopic channel for that sort of jest.
Cheers

On Sun, 10 May 2020 at 23:20, J R Sanchez  wrote:

> Thanks I didn't know about 2 of those.
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDk0UrpzXAK69iEJrgCwoTDS0qgcpmWI-2FuJ79jVYaio-2BLsYsmeoM-2FgLSyxFARBEEI3tSi0lLFq-2BPE9QMvU-2FfRO4rG7m024ucQzFqwz-2BsRmPMdQaVXtIhmF5X6Xx29AAmfellv9XwhRL9lEA3eMFTKkJp7HtcS5X-2BiF8tSiVmXYbKHBxdyqtrGLgMXLzhA-2Byp6mJXKnDHGvYMrTPtsT0AHf6Q44-2BZi70BRfU6LWblUVfpSQEPQ0GasykeR3yL8Txqcix3CAUe5aSx6hCXYViIqu4IoCxis1BOjCZMs43b59sDyn-2Fw-2BfXvSMUbuTLCUsuIDulmmH_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fTIUIx0fpAJ8fYh1-2FUf26ADc-2B5JvI23mYlbZZEKpG9jx-2BtTxbC8W3aiBRXvoaQdhKvzkW-2B2MVGy9y-2BpsiaVqqhb7-2F2JjHSRsywKGEh6EgZJgeGp6AzTVpQtUg7oB4VndqHjh3Ppo6OQ2-2BkFWRZkFk8fGl86hXzrnTbtllK7az-2B-2BnQL0vc9z7hjsZDckERjQoK87OrbugSpc-2BEmViivUhqyG
>  
>   >
>
>
> On Sun, May 10, 2020 at 12:40 PM Jordi Bares  wrote:
>
>> Houdini artists don’t go to Facebook (no pun intended). You go to either
>> the official forum, odforce forum or directly to the Discord Houdini server.
>>
>> jb
>>
>>
>> On 9 May 2020, at 22:20, J R Sanchez  wrote:
>>
>> I was on a facebook Houdini artists group and got kicked out all of a
>> sudden for posting "How do you Uninstall anxiety" meme as a joke. I was
>> blocked. So insane. Are there any other Groups / Mailing Lists etc
>> specifically for Houdini? ( that aren't ridiculous like the Houdini artists
>> face books group)
>>
>> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDk0UrpzXAK69iEJrgCwoTDS0qgcpmWI-2FuJ79jVYaio-2BLsYsmeoM-2FgLSyxFARBEEI3tSi0lLFq-2BPE9QMvU-2FfRO4rG7m024ucQzFqwz-2BsRmPMdQaVXtIhmF5X6Xx29AAmfellv9XwhRL9lEA3eMFTKkJp7HtcS5X-2BiF8tSiVmXYbKHBxdyqtrGLgMXLzhA-2Byp6mJXKnDHGvYMrTPtsT0AHf6Q44-2BZi70BRfU6LWblUVfpSQEPQ0GasykeR3yL8Txqcix3CAUe5aSx6hCXYViIqu4IoCxis1BOjCZMs43b59sDyn-2Fw-2BfXvSMUbuTLCUsuIDuQlPp_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fTIUIx0fpAJ8fYh1-2FUf26ADc-2B5JvI23mYlbZZEKpG9jxwZps5HLC-2Fe-2BjqKlEUhB6nZLxmc2r-2FYlsVDzLXZIoR1yPboxGPH5uPm5iLwUmMmL4cBnzaOBSe4pIS8rZALChG-2Bc2QFJLYhdxGbXNIcQhlXnMp0SHz4rqZ1njCTAYAYjOC7WklUYCz4S4KPiUQcWGHGLRrEhVs2jJxlh7J8puLC3
>>  
>> 

Re: 2 questions regarding ICE / blendshapes

2020-05-06 Thread pedro santos
Hi balaz been a while since I used XSI ICE overall, but you did create your
shapes first in advance before trying to write to them correct?
Also, did you freeze the ICE tree after you set it?

I don't know about such "visual wireframes", maybe you can share an image.

I would do what you mentioned to transfer the shapes, first create the
shape targets then source their positions with get closest location,
closest points, since you mention they match positions and then set their
positions and freeze the ICE Tree

Good luck

On Wed, 6 May 2020 at 08:02, balazs kiss  wrote:

> ps: if you ever need to filter such noise, you have to insert 'length'
> before the filter, just noticed :)
>
> On 5/6/20, balazs kiss  wrote:
> > Hi all!
> >
> > I'm trying to understand what is wrong with the methods I came up with
> > ( I've solved both issues with extra steps, but it's still unclear to
> > me what went wrong in the 1st place ).
> >
> > case 1 : trying to transfer blendshapes from mesh A to B, where B had
> > different topo, but most point positions were the same ( close to
> > 100%, and 100% where the transfer supposed to happen). I've tried
> > tried closest location on geo(surface or vertex mode made no
> > difference)->get data(shape positions)->set data(shape positions). It
> > kinda worked, but there was a visual wireframe pattern on the
> > transferred blendshape (it made things useless), and I don't know
> > why...
> >
> > case 2 seems to work now, not sure what went wrong at first, but I'll
> > leave it here
> >
> > case 2 : sculpting blendshapes often yields unwanted noise on parts of
> > the mesh, where you didn't even touch the model during sculpting. in
> > case you are new to this phenomenon it's usually invisible, but comes
> > from a variety of packages, you have to amplify it to see it, but it's
> > often there.
> > to filter it out, I've used 'greater than' and 'filter' on the
> > blendshapes point position, it works, when you plug it back with set
> > point pos., but not with set data-> new blendshapes point pos. As I
> > mentioned, this looks fine now, but case 1 is still a mistery..
> >
> > Cheers, and have a great day everyone!
> > --
> > Softimage Mailing List.
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> with
> > "unsubscribe" in the subject, and reply to confirm.
> >
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Re: Friday Flashback #342

2018-06-15 Thread pedro santos
Neat little token!
Thanks for sharing.

On 15 June 2018 at 13:23, Stephen Blair  wrote:

> Something for the Jurassic Park 25th anniversary
> https://urldefense.proofpoint.com/v2/url?u=https-3A__wp.me_powV4-2D3vL=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=4eA38Be5CfoidGlPCHoenmMVg1p1b4g1p1OBLispu9g=evV9H4Mh6YjdOImbyEWTOk6RTRLPyx-MP51hwYLQheA=
> 
>
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> with "unsubscribe" in the subject, and reply to confirm.
>



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Re: The Maya Chronicles - or how retarded that software is...

2018-06-12 Thread pedro santos
While I have many Animation jobs closed to me, since I never got into Maya
to be "my new home", you guys sure don't convince me of my wrong ways and
give in :)

Cheers
P

On 11 June 2018 at 22:58, Jordi Bares  wrote:

> When you don’t know any better...
>
> jb
>
> On 11 Jun 2018, at 18:53, Tenshi  wrote:
>
> I just don't understand. This is like the Ufo thing, we know they're out
> there but most people can't recognized or willing to understand there's a
> possibility.
> So why we all know Maya sucks and the so called "industry" keep accepting
> this weird deform creature?
>
> Why Softimage.. why..
>
> On Mon, Jun 11, 2018, 05:53 mirkoj.animator 
> wrote:
>
>> Thank you!!
>>
>>
>>
>> Sent from my Samsung Galaxy smartphone.
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
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>
>
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Re: London work and how to pitch myself in these

2018-05-29 Thread pedro santos
A ping for you sir! :)
Hope it worked out!

Cheers

On 25 May 2018 at 18:53, Laurence Dodd  wrote:

> I think thats my problem, I'm a bit nervous to put myself out there as a
> "houdini" guy, but I would have thought proceduralism and vex would be the
> thing that was wanted. I've had a pretty scatter gun approach to learning
> so far, thinking that I'd start by being able to take something from
> modelling through to rendered images, including the things that I do most
> in my day to day Soft life. I have done some jobs in Houdini, like
> modelling and texturing the Roman warships for the Britannia tv show.
> This all leads on from the earlier thread about Houdini as a general tool.
>
> Thanks, it's way too long, I need to cut out some old stuff.
>
> Cheers Pedro
>
> On 25 May 2018 at 18:28, pedro santos  wrote:
>
>> Well
>> My issue with taking on Houdini jobs is usually I don't do much of
>> rendering or FX, so if you've been learning that, it's probably a safer bet
>> than what I've been doing:  Proeduralism and VEX.
>>
>> Chin up, something will come along. Enjoyed the demo reel!
>> Cheers
>> Pedro
>>
>>
>>
>>
>> On 25 May 2018 at 17:21, Laurence Dodd  wrote:
>>
>>> Hi All
>>> After two gigs falling through in a row I'm a bit bereft of work, which
>>> leads me to think where do I pitch myself to companies now, who wants an
>>> old xsi generalist, who has been using/learning Houdini for a year or so,
>>> can light render etc in Maya, but thats the extent of my Maya?
>>>
>>> Feeling all a bit scrap heapy all of a sudden.
>>> Sorry for a pre weekend downer.
>>>
>>>
>>>
>>>
>>> --
>>>
>>> Laurence Dodd
>>> Porkpie Animation
>>> E: laure...@porkpie.tv
>>> W: www.porkpie.tv
>>> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6iB4H67OtDu1LYz6krlc8-2FqBeLCXrELBQVbfMn71cNywwCM9MLKQNt6NvY2bdnUVgiRuzEw0g0OZUwVhB4KIDvkjTtq34l13Jmfjgwg01isCCK511SfOUct9zBCzgDFFRO-2FaVrThr3vNXUM7RiWhBe-2BeNhsuRVYy8WcsXk6VbpXImEfuRQawGiawr4d49P-2FHnLnlELB9OOSGEp8kBIqiFZxa2fSH2uroog4eQsi5i0iGOvAlBanKasL72X371xL3Z1-2FMAUK-2F1-2Bn7d4-2Fi9jwJGmD-2FXB0QlJXgqMM4kstz-2Fm56HjIsU-2BkoNKiHaHAxbA8n7qCi7fJECJ12MiQJpTrx2jfXGBXF3zfBvDddlR827i4aFwrn2yvXBGGOoEZOMg9hjJ1wpoyeQ1zfNS-2FsdMLrqqKGHus-2F8i29bvjlIZWcWWw5BJzNiECLMIXfZdNXxnembvuSthPD5s7oJgDPzMMcE-2BZ-2Fbg217Tb8pG9IPlJ0oTrGm9nJVBeu69JfgIek17q31gmbNwgkgVb6qlor-2BrN-2BQuNhaoZ2gEES3m7ODvQOvC4Sj-2BAiz4fndxfDUHix2zWmCWxAy8P49brmdoGVhD6Tlwn3ZApS0RUKx-2FkX-2B7tuQvOYQEJDqcaf-2BuYp2DnWjrCLgo2nBPFcfe2zIHd-2FMNwXXg9nWYgul2Kfy4qR6Dnv6OQ51Z9Jhc0I0rxtkG25OsGp02gWUXzBZfozSg4aJYEKFgX0xDpkkALh6DlNC9KVkkSQcswNf-2BHqNp-2FRtD5Cj0AMF3siMEMQTF4NlyG7GCtACvCncz-2BSVYuBiNuIj2Nb1z-2FfATwQHJkgij5-2Fkkvg8h7SoKzBVphs-2Bc0P46AucIENzaf-2Bc4uDJNejVZei8s-2B3mAEBcBzpZPCmTMzVmGNEtOCSDoItYQMitzsw-2BZVAKgkccKOrpY6kGxcrGygv0OOEneaKsm0OlKtkWlglSKiYC7Otm1OKo1Nll6A-2FpS6tcqIykeTqYV305OVPXdxl03A46GhJuU5ARcjGeyNPTf7HkvNRdN6pM9Wq9WRbhHL6Bpqie7Lz2CA8v-2FW7DqMlP1kFPxQGadrTBpPlcm-2FlTWoYdbH8TZYww3sH7bEsAvnIXha9EBJLVd3SZaeeD19CBXJ07XqU1jIaQcZ3oEi-2B-2F-2BbkTmqCAnxO9auVO-2FaHjIbB83HUFZAIFTVdHnxiGbdlnXu4gJW8QiLR2RirF9tbEYR-2BHwJLA82mD6XUbvc7xehdhVN81xJbrYdnmlVYOcuGQqAagdAnPvFNLR4ykpBGkpcl9YEQsEDSK0FtkmPQ8k-2BYjoxXjLjli8CrOsJy8ubJxUqwSPcUixevGkE7fYZJmqi2SSelBXBv-2B2hlhfj36Q62543-2F-2FzymkDp7l9sMEE-2B1uxMoUTqASu59vP9-2FVih9zqJlpf0epQqmmIlv7Z3QKqA9mJGGrKvijtK9e-2B6OJEflx3pzyJlYSybiI8wauaReLrakBe-2B5ODEwtQqhc3-2F-2F2t12q6w4WE35BV6uzoFMo45vA1o1FNRW8AB4NV79ocuvilu6n7kutulgBCVp8S-2BfJoeGtWUfmEpaSQGNjFtcHV0LHGXwr68hYOG65kONbM66M1klo3WUOnChQBR9LzSTlYaKPmjbGR4LebnWorDTQPgegEp67J90n6roeBBHM25UBMMWJCpRt-2FzfeO-2BivZ9KM524b-2F7csC48Lc3-2BQAbVQZ-2BxHpHBSwAutrxgHbmOITFeAzFE9BQ0VAuwj7TojGdlDBONMkyAwmMIledy6KQujK-2Fo3Mjt-2FGyuDrlAhkSS1knraNMrQGCzJW8zuEIk9M8YUApu-2F-2Fd2y9Uj-2FywoYgMDfO9RHklDdBOIc7OyaLQfp9nN-2FamsBQT4KDu3xteOlpvj7hyia9iD5A0ID6azOlyD91U81WjV8aIiOyqAcK86tsY7G5lPDYNEk1Uf0ybuH2f88K8P-2FEx7sT4-2BZY3iZR-2Bhrsqt9Lm-2BhCWHUSs7Wj2gAolYXiOnjsyKENmxjPjTOfyE-2B-2FfDixdwxO8kAMu7rlt03O1Kof6S552vtJtF2wJFYhIYr-2FLjTCbVdbfxFDL0lQSncq-2BYmqhtlFZ3937WG7N3Nkjq-2FfMC0Ru6vD4EZkjBkeVTr3ediAYlP76ez603RVYzwnaXOTMrgfO4HwCjQsGl9CNKjCYVG0Ymn8Ovi6Pu68n8-2FE8K9wygHkW1uoOVUehpBn2UkbAvmK5fWmwkf6iV-2F6D1eYKNR6mKKotYRdE9r0aUb7xqYdHq255n1axCSjiKdX8eC3yY-2B-2B-2BnZ-2BUsBoDNvoAgcLmmBzkS_-2BIzOoR257VU8-2FqZ0FwFBhB79p-2Fcz-2B09dhXmPSAgsyCuhzhGandEvxb4SVE7EJoQ5Sil4Tu8I00ngwT-2FuB4Va7kktGEoe-2B5d9b4aCCixQVCbXqC0RSFAUAXoJV2TamTQUOWfq9leCy0cD1PdV4effMIl-2BD0K5nrRHD919zN0OolMmAH-2Bwh6S529ZDF9eYgjT66e2MZ-2FaEZhIN6BnOmrXDAiEnx4QIckmnbakCmfxRPHA-3D>
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Re: London work and how to pitch myself in these

2018-05-25 Thread pedro santos
Check this one maybe
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.facebook.com_simonholmedal_posts_10213649566247084=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=jN2z8Ng9vSifwjF7L2NuRt-aW-Lgt9g6f9xuNyTa-8M=xvHTf9hoLKck9OSCK3rjhT1JiJ5BhDjH0H5jbNgpmcE=

On 25 May 2018 at 18:28, pedro santos <probi...@gmail.com> wrote:

> Well
> My issue with taking on Houdini jobs is usually I don't do much of
> rendering or FX, so if you've been learning that, it's probably a safer bet
> than what I've been doing:  Proeduralism and VEX.
>
> Chin up, something will come along. Enjoyed the demo reel!
> Cheers
> Pedro
>
>
>
>
> On 25 May 2018 at 17:21, Laurence Dodd <laure...@porkpie.tv> wrote:
>
>> Hi All
>> After two gigs falling through in a row I'm a bit bereft of work, which
>> leads me to think where do I pitch myself to companies now, who wants an
>> old xsi generalist, who has been using/learning Houdini for a year or so,
>> can light render etc in Maya, but thats the extent of my Maya?
>>
>> Feeling all a bit scrap heapy all of a sudden.
>> Sorry for a pre weekend downer.
>>
>>
>>
>>
>> --
>>
>> Laurence Dodd
>> Porkpie Animation
>> E: laure...@porkpie.tv
>> W: www.porkpie.tv
>> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzS3nHFJpHH1mihN2vNWVF73yH4QzPTUaj-2BU-2FV4xCvLLTnZ7suFMzmFdGmjVRnYdJAxVY-2F5M380PkfQ8TNK8ovM5rxNeeTCOnkRGaT-2F-2Fqta38pWvWMaql23pwdaAWmes-2Fu-2FwoONKissOPCP2dnxYlCF8MuvS9SagvsIc6CtFXU7v7dMieqREDdkqKDPcfejV-2FTyYONGNQTDxoj-2BO7U3nqIJ6wvqjKftFK9lEFgjE20zhYJ3hf13DMYd0vLKcijmyp4jCqEJnFNnfGl9GM-2F1BWLB3xB6CfFY4hmwsu7xQVgkEKN-2F7l4hlDrhQ6JZ6CNsbOhz5ox1bjH6nTkHxtZdHs8Sznjf-2Bod1vfdo53kU5JI1Bo3dfQeklpyB3Zh88umPQJwbCvD8OPWQHEye671yWfADZ96IYh73ByM7-2BYXqu-2BMuBf9JPiaEW279-2BOEp9Mn2GDGoisrHzVZ05zEXbOO1O1Mo0cJQbOAscUvUrMSvzs4nDJ3aPKdDzWA9lDUbmH9C2D8eelogH2UQF0W7d24MEoTS5dZdA9zFNQEx-2FXVZ-2B8fbBNs6Y4XBx4Z9G-2B9148c7EEpznz-2B-2Fgnzf7-2FiB9wc7XzCYOjgP34bmQA98mIbku4oOiLXykwNv9cxF-2FxwiJDK5lH5MlgLt0TbGCYJ4uLzC3uP9Xr7RpsfYFKREqGSZ3cir2Acorc0Hb65z5oC4BnePrP8gGhgTLRNMOfOQkI8mN9yB4bhBZ-2FTttPFpYGFADhAh-2FhmPlRtHsIA6sfZ6kpYDBVDncoJattSXisAr2Zfl7iK5-2Bh8w62k5CmlgEKexGjQJxnTK4cuD5H7gRJ2eqmZxam2FgHyzSmN-2FJrux2G4fpQZF1EmqceBgdNuXaEJnyklKJYjVvi8jKLTCbpqHRz1GqygnR4rmgGX0B7rB0YkZpVA3iVX9d6lCdzcJJ0IG6uYEFYaDa44lIoYDolS2eWbzfuMfsxAMk8GkA45-2BByUHrAhi6He9HYaExRi3Id9qQtKsV5NxW9uLpjgG7gYc5tcxEqFRYi363So89xis7cjRHOfnSfb7gbhkEnePr6rmrvRvjpYEGpRexxlJzZqBTQT4CqVXxElZWx5pDIA-2B3uzmgruyeCdZVf60VS3fz-2BPahEr0d42KPeWT4YdBjI6gCjxHRnLhFooOYT4xD8gM3jqVIFanSM70-2Boh5HPVY4qooiDfCJ4XOcSPpGSqqCAHsJsQBsIAo9jHDpk3V6v-2F1Y99vkAcqIryczWkW5fSPFAeT7eYU9K0B431j3wGlzGbILTa44E-2F_-2BIzOoR257VU8-2FqZ0FwFBhB79p-2Fcz-2B09dhXmPSAgsyCuRC0Ry1B-2BqyqkG9omsbGonT5wi06MrRMJ50yNKrH-2FuTtOhD0V6n57JDBhVTh7LEbxr72WnXwu-2Fx-2FofSI6bTPFcbuA8iw4Lp2FlmPzRZHxnt6Bsch1670nEuT7o4QcoqpKl7RsuOZwlPTRMK-2BphnST8tBr5cT-2B5-2B34WuSo7icNnyiSaS37EaOGFZJnvy-2F6HY3w-3D>
>> M: 07570 702 576
>> T: 01273 278 382
>>
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>
>
>
> --
> --
>
> Pedro Alpiarça dos Santos
>
>
> * probiner.xyz
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzVwHLzdsAfs6Mnk6yYWx2EBZzRc7VFeF6raposBLyGGrIRnyF0GiztON0LxXswdP7EIoSTmk1xFYSLvLjr08MT5xOUKgSwsWLkUslFGPjkU9s9-2D2BOjI4L5e5IcqDTEytXPVWiDvBw19-2D2BlhSsuSwllVTwlBkFf60CentLUzeckmHtMzYDzZ65NEMQBDvWuUpBmPjGKTzE6ylxgSn4v4bKlfmHp1pAGoHdxQQ7fqNoh6Qm8oiZNbXHgUCm-2D2FOEn9GN-2D2FllswVUNcJ94Ga7BK8VfmbyM8xUt-2D2BYnJDEnVlii05micJw-2D3D-5F-2D2BIzOoR257VU8-2D2FqZ0FwFBhB79p-2D2Fcz-2D2B09dhXmPSAgsyCuRC0Ry1B-2D2BqyqkG9omsbGonxedWaROyGLXRYsH22Gx5IpviHlV3IRHpKvN0SWoA-2D2FaIR2Yd4sbJwEQ6-2D2BnKduNjf4EZuGMLt2Ko9iNtsHcCPlDOgEAhxh-2D2BdFCTapWw4NO-2D2F3l6iwW-2D2F78I679AnSFo7K5s64TPmvKoS4dgUJfnUUB9dI2K10YJ-2D2BwYm3EensfEnq7pY-2D3D=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=jN2z8Ng9vSifwjF7L2NuRt-aW-Lgt9g6f9xuNyTa-8M=59hteMAdVAxlRXCP1ErDa1KV_w81_HJ7sd4hcFtHdOk=>
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<https://urldefense.proofpoint.com/v2/url?u=http-3A__probiner.xyz_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=jN2z8Ng9vSifwjF7L2NuRt-aW-Lgt9g6f9xuNyTa-8M=KQrOYQ9HcBEOU9zXllEC386V5TeAz-tAvUNmqhQr6yU=>
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Re: London work and how to pitch myself in these

2018-05-25 Thread pedro santos
Well
My issue with taking on Houdini jobs is usually I don't do much of
rendering or FX, so if you've been learning that, it's probably a safer bet
than what I've been doing:  Proeduralism and VEX.

Chin up, something will come along. Enjoyed the demo reel!
Cheers
Pedro




On 25 May 2018 at 17:21, Laurence Dodd  wrote:

> Hi All
> After two gigs falling through in a row I'm a bit bereft of work, which
> leads me to think where do I pitch myself to companies now, who wants an
> old xsi generalist, who has been using/learning Houdini for a year or so,
> can light render etc in Maya, but thats the extent of my Maya?
>
> Feeling all a bit scrap heapy all of a sudden.
> Sorry for a pre weekend downer.
>
>
>
>
> --
>
> Laurence Dodd
> Porkpie Animation
> E: laure...@porkpie.tv
> W: www.porkpie.tv
> 
> M: 07570 702 576
> T: 01273 278 382
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Re: Any mid-term work going on in London ?

2018-05-25 Thread pedro santos
Hey Fabricio
Thanks for the contact! Will be busy next two weeks! Wiht ICE! Ehehe :)

Cheers
Pedro

On 21 May 2018 at 16:21, pedro santos <probi...@gmail.com> wrote:

> The aforementioned asset that mimics some of XSI vector Array display :)
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_271092936=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=zIaUAyWyI9AvG_JtNgF0csStdCfCMCwpKIxrFvBoS3I=WVGIxS7Is9k-MiqLQk2gNQ1XgKzFw6lOnrP9p_Ylzmk=
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzpxQkSLOfTq4HC3Po9JBIUYjR9MFIaBP9f4QXDdvCZUAdwSFI8qgxpn4BIcACZcX1ZjgKSX80gillqvX9tryNjc4Xe4-2D2F2Mbh22hfxiiQducx2faIUM-2D2Bo9yYZeBHXbGHZP4Olgx5ovfnwa8lcz8Ry3Is7JS51EGoa4f31UYsvVrGXWV91dCKzr-2D2BCsiXfZD3CZjQKsJSqILhJvgegm8WJCb-2D2Fb9VHB-2D2B11fOXGJlNcPVzpzZdSVamXQ5zYD6i-2D2Bw9SmT-2D2FtuBUORvogct-2D2BkllEC0w49UlAIu28-2D2FoE0hWYumb-2D2FrwgmvSV0pJlP3tDWmVmOY-2D2FdFMQ-5F-2D2BIzOoR257VU8-2D2FqZ0FwFBhB79p-2D2Fcz-2D2B09dhXmPSAgsyCtGxD2ZuOW2-2D2Bmnmn369THZn1fHsezXXJ5fZifE7XSO99tdeYRFVZzfAyQV92dqFYOOPsTifNK7upQffNnXJ3wD7yjZ6ez8VzyJPhVIh8sfsURr8V-2D2FrjPml10ND64xB0APVGTAR9rsfmnZ2VMx4UGAaVcxmBKP2XLHfex0auMGq-2D2BBoZQKnoizhBUFkRYhnIvfSM-2D3D=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=zIaUAyWyI9AvG_JtNgF0csStdCfCMCwpKIxrFvBoS3I=6HdswzfoF6O99bM_cFGSf8ojpiibiKc3w7Z_dtgkN7A=>
>
> Cheers
>
>
> On 20 May 2018 at 12:08, pedro santos <probi...@gmail.com> wrote:
>
>> Hey Fabricio!
>> My fault for not mentioning it earlier :P Back to BR or somewhere else?
>>
>> Houdini is a system of mountains :D Always something new to climb! Ehehe.
>> I would have a lot to say in the "Non-VFX" thread but in due time and with
>> more knowledge.
>>
>> Thanks for checking!
>>
>> Best
>> Pedro
>>
>>
>> On 20 May 2018 at 07:04, Fabricio Chamon <xsiml...@gmail.com> wrote:
>>
>>> Doh, was there one week ago. Had a couple of beers with some fellow
>>> friends.
>>>
>>> Nice work on the crowds btw Pedro. It is interesting to watch how fast
>>> you are climbing the houdini mountain.
>>>
>>> I had a friend looking for xsi artists this week. Will check if he still
>>> has an open position.
>>>
>>> Em sex, 18 de mai de 2018 às 13:40, pedro santos <probi...@gmail.com>
>>> escreveu:
>>>
>>>> Hey list
>>>> Came to London to work for Crowd at MPC. Here's a summary of the
>>>> challenges I responded to in Houdini: 
>>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_268613846=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=zIaUAyWyI9AvG_JtNgF0csStdCfCMCwpKIxrFvBoS3I=7r3aYmTG8qRWjRbFiZpSbeQWDpan0zswzmbcUUT14ME=
>>>> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6iB4H67OtDu1LYz6krlc8-2FqBeLCXrELBQVbfMn71cNywwCM9MLKQNt6NvY2bdnUVgo3ga6X6AbaGT-2Fd7ob90wVGbm6Qf5hW0ivxnEGxvzj1nWazkybWc26Iz8UMdS25EOduMrZGHYMiH0p52YteffmKVv57WItRFMtWnC4QAfwOYbajk1lsX64i1OyE82-2FcyvBhCiOMb8X1S3S2TSRGCLuSulouuvRcjqDtbva4xfpliTgylIccZlZJ02Q9tr0hYLq14lW9HnjqWPdSbSKK9yMTZHnhi-2FzVSNyDVLcRqUnMtzKuGeYRcF-2BkbeHSlgdgIwcJOmlrl8QnzDWGUwWuvRf7d67A67wBQkohe7SbEvJuP1rJKF5vVxFGYICAN8-2F8LUkZZ5sufqJeSfGgPGgCXNUaZsuu1RYotHA4Kf50DGn3-2BV3EZp-2BWAX08KXPLKQrosY-2BssY3y6AuTxBN4WTkZrLnSOwWLBCOi8-2BkrBAA2nBKwMmhsXbTQjyGPO-2B-2FPy1-2B0Na7kimfJxQkm06ha-2B6mvoTWxZdSaADU5HUgwoVuYGzW7xWc7lTmnakt4hcnelVjD8sHkKAhaYrPNYyaserJhWjd6EhzDf2QPzCexsCyezaFCsZUO2PQKf07IelaJR1MXgX0hjCLQyxqYrzLNPgjqV0RpQCGWD1yRddMcRzrc-2Fwu5bu36YG4LL6Ul15KaHMvG-2F3Jq5mO0W2Yezzpmcld4ksss97CL1YmOib4EnVZh8UcE-2FagVQ2ERCMSSebKBy2s7UbsjX7kY380bhx-2BRhFKAVLrRgw1UvJiEE2D1m7gQsaGAe0vz7Apf2Cmv2idEZVpfDn1qNe3j7IeZcufHFyOs7sN9fZkct6hGOwXQ8v4-2Bc93ET8fiRDI5xqgXknyqvOL8Yqe3SSdQVQYRrUkPvkNkXUgXQZRfazIgadILyPcXGudVlRNcQVRLxHx9lrgTg-2F2nv54Gq69pPqt1ykwW3jIB4mlL-2FrRWkHZD-2FbPWOyISNUpDQ0kHFv12BOPd-2BqahowD7oPYTh2e99cUIYmXRSnMTt2veL91-2BTa-2FlkXJKDhYWSSUV4P1GAJyLw7XGNThaUTNcNtCXzcMu1v-2BK-2B9eypD9zb4DOeLwy4QoJjyvXEGOyswdOFok3PIb2wfEfKLrhdSUdWO-2F58KtTg5SZ5abxxB3rn7-2FEsU7gnR-2BfNty0pYtPk3rxDRgaDV34LeNcXUmHqx-2BtidSQPdUYed4HWb5zVzyBTk5g43GdsRy507AUTng1tEj9zQ8pVY7pEelhP5-2BNWEWpGHJTUaLKxAvDSeBZwE-2F3QJbax8TOW-2BcoitAk4ey1NBiaci93n5Dj0XS7IrHinGLZrhEAtTqdnGFFwr4qYgDqLVAhCQymVelTDp8pfCYegStsO7TlC8W0Jp11MeKvZbsfdStdSoqK2Eed41cF8Ai4qt2HytrxTHXaYiQuH7B6Ibu0vFv8Jxd1NsJ5V2H-2BFJ4eBsoKH5CTs-2B5asAy6fx2od9qN99mHkPTplAI-2Biqcn87ajIFwJU8ZhFiNdDfNEwf1lQ10ap2RcdPHMHnNLIu1bGxvWNUyl3k2O4c1-2B7nbROafQbmI54bnil26Os3kV3PNTJIag3qvv78llDQzm2CD9qghppXoA82dBdPN80tO5ChSh55McYfb4vtiBFjQceJTOtxor3BaI-2Fn-2F4yokWwclbWW62SpyL5YEerk-2FT5P5n57yD7VssmYrVG7yhuhgGyixbvBLWX

Re: Any mid-term work going on in London ?

2018-05-21 Thread pedro santos
The aforementioned asset that mimics some of XSI vector Array display :)

https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_271092936=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=6MuiOItcTA4iuelfODVY6wz1RICVWcEpnu3rbdPTWhI=kf-Bp7FQzwJo_Y7zVO0vEKTC0LP4_mOgLOsZn4m1Jbc=

Cheers


On 20 May 2018 at 12:08, pedro santos <probi...@gmail.com> wrote:

> Hey Fabricio!
> My fault for not mentioning it earlier :P Back to BR or somewhere else?
>
> Houdini is a system of mountains :D Always something new to climb! Ehehe.
> I would have a lot to say in the "Non-VFX" thread but in due time and with
> more knowledge.
>
> Thanks for checking!
>
> Best
> Pedro
>
>
> On 20 May 2018 at 07:04, Fabricio Chamon <xsiml...@gmail.com> wrote:
>
>> Doh, was there one week ago. Had a couple of beers with some fellow
>> friends.
>>
>> Nice work on the crowds btw Pedro. It is interesting to watch how fast
>> you are climbing the houdini mountain.
>>
>> I had a friend looking for xsi artists this week. Will check if he still
>> has an open position.
>>
>> Em sex, 18 de mai de 2018 às 13:40, pedro santos <probi...@gmail.com>
>> escreveu:
>>
>>> Hey list
>>> Came to London to work for Crowd at MPC. Here's a summary of the
>>> challenges I responded to in Houdini: 
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_268613846=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=6MuiOItcTA4iuelfODVY6wz1RICVWcEpnu3rbdPTWhI=9xg425NRZoZ9tp6azA5wn9Y2Z1gNpL4V12Rby7gGTig=
>>> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6iB4H67OtDu1LYz6krlc8-2FqBeLCXrELBQVbfMn71cNywwCM9MLKQNt6NvY2bdnUVgiRuzEw0g0OZUwVhB4KIDvkjTtq34l13Jmfjgwg01isCCK511SfOUct9zBCzgDFFRO-2FaVrThr3vNXUM7RiWhBe-2BeNhsuRVYy8WcsXk6VbpXImEfuRQawGiawr4d49P-2FHnLnlELB9OOSGEp8kBIqiFZxa2fSH2uroog4eQsi5i0iGOvAlBanKasL72X371xL3Z1-2FMAUK-2F1-2Bn7d4-2Fi9jwJGmD-2FXB0QlJXgqMM4kstz-2Fm56HjIsU-2BkoNKiHaHAxbA8n7qCi7fJECJ12MiQJpTrx2jfOokaa9g4iNsxXU-2FOo6vuFaiKbOIyzrnK-2FEuyUplHro6hR-2BhTFRnPVZzrHoC-2FG4MpYlTEjYh5CiWH-2B3sW0pYw519bXF82nYBy6eBn-2FqW7FDMRCEJUBMaOpn6wQVMikY4G3e0-2BTqt0lReY3SQMh1Fc9KzlQ2vEAKIS3-2FELTr8EtJ8ZDm-2F4gk4LGTfHSwssUuPOoXBc3m7WUWb-2BJi4DVCqdytg5yBaaSj-2FxYE53GBHgBQs7TlLvHuPnCiBChz7Q5NQzq-2FhIXNUj1eAO69yLyCEUbNfM5IX6Mq-2FQGyyzGmOEjl5wsxiSliUFBDSO5V-2FXSf3blKNQO8VohM7z91KS5dclUIh7APIy8XQJDK4zaqwaX9LQ-2BDfvytf-2FohtBkIC7sMvNnh-2Bp2YtbsRkjZQXwFeejo2PR5HB7HzbZ8s0a1NOmxPLYqGw45CuW0Ymq5l6MoPV2829LopR4eqZJA8WlBhVsDWKmJtRxDaQCsG7bLM3CDTcf6g4t44UuNbreE0Uaq1TPmJ5uRinPdzYhLVBFGSugTrXvzdTxcveiBKTGwgT-2FVaBHqNLNP5l9qLrLrAosc-2BMl3mhbBvFD2s3Wa2hYIappD0-2Fk4rlTxEgbcs8TsN-2FSdoqPxTWUV0ehOUcKcXA6bxUkCcYVNjpqAmfCPir95oiG7yjOu-2FGI0m1p9aFdKGbqby-2FW6A-2FyFgrTfSEYO8wxb1d139CAEIxlkvi2c6LrakvhTy2UlImm-2Bl59WxiazVUUliliJg3NQflE9seMeUDxu3t4Lx8wFy-2F0BW6Q4ZEcKiUDCykXuj-2FgmO9qdUNAYSwAcaIfvHKZSNtY0U10ejlTiYQG-2Bh2jbAsprL-2B-2B5i9GbXMVbby9mX-2F29bdpNHn0vVNc3M-2Bj6H778PSY8ZI5ugvg4YDu8HOUMoPr4cbc4xRqLQZHjqRz81enBbtYmn1JB4ZrT1tmG1JzJASUKfKPFftUn8zKswlrhDcf6Kya01tXGtcc7j9VV4kTLLZ-2Fa5K-2FovXSVTygsWePLUdS7bYsrCpJc3pBetL7V4wzYEHp3M46X-2Fmu7eajw962hEgqgqwVXa4ecc2n5w8AqaMh8erfKGugEFFtqcJXxAYXsxblfKAyp6m8REJomj6nvvpbpb9-2F0rsZF1z-2FDRVdEbAIQ5KqWKljvuL4B6Jc8hV9Fzp-2BwYwagqwCOMDbQmCwfYfuosFr66FLf4MNx2DVKg1mA3Dbi238Aoi-2FGT6s73yemwsCJMsX-2F6d3UG42DOnXEShEh1TOQpSCYIyajsVXrTNT-2F9meC3LiUJpF6wht-2B-2F-2BgDrQVKGE6o0cpo9lYbFV6YHIVrRPa7lPH5fZa55J-2FtiwA2LtARn8ha1ejhr4w1uj3YBw8eStuKeSrjVhHWqPAlJJzTHRvwav1SbVE9lOZLxKykWi-2F7NtHOF2KC-2Bpe4UJqjtbuDarGvUiqXCUTilUyZH-2FNWjl-2BkNMVeK0AkLWyep3FtBVoWf9N3UqOGkOtOo0ldfkb4ogwt-2FzA3hJBgdjlQzQHnNmmQn4DLzj8lx-2BVsP6zkU6b2umxu-2Bbz3lQq-2F6Yi-2FLamfzrM-2BPbx2brcfezsdh-2BJSRTCv05v4iHbx7-2BDp6En-2FUiMtWEM-2B81O5K4dbhZQn1yYVUI9qdlpY-2BYi8VZmEYacY8o-2BphVDDsvm1PHhds3C20xXVnNib-2B0akIhQNU2CenEraLX1uilUJ5ZJDA-2BVpPFN4pzdDam0z8GzWJxe57gNbj8Liu-2B6O0VaT8PyEAeOIxiPFXUu2e8l0rYFaQs4FxS0MgV7Gj6q8DmGhBkpq12KJwhAW3g9ASgHRNgt60Ld7p94tQixeT7hFrZ-2B2hLiIEOk-2FuT6gs4PhBlclCFx6pr-2Bvhy55MF60ftBjTbkcCSFirFvU5U74zFLsVImnVaFUFbDQ6apSS9a61w-3D-3D_-2BIzOoR257VU8-2FqZ0FwFBhB79p-2Fcz-2B09dhXmPSAgsyCs-2F5-2Fw0g0XkXv0g4-2BcDod-2BCL3GPAeIZzP0wZKVKhY0B8t-2F36iWIrvsVR4lwGR1JcYf6ow8uiS8Asv3NynL72jJVXbwgjwJQ7rkWlB8FDbmVs-2FRc-2FuyCUR2xTQsaOhHu2MMyRVqFszJJvbQrYP5Ed37RRzhtuSzuaXR0eIh2YH4jSytPnCFvFixEYFMlxPh6joE-3D>
>>>
>>> At the moment, I'm looking for the next thing to hop on. Most jobs for
>>> Houdini are VFX centric (rings a bell with a recent thread hun?) and I'm
>>> mostly a generalist leaning more towards geometry, rigging and motion
>>> processing side of things.
>>>
>>> Here's some Orbolt Assets: 
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__orbolt.com_search_-3Fq-3Dprobiner=DwIFaQ=7

Re: Any mid-term work going on in London ?

2018-05-20 Thread pedro santos
Hey Fabricio!
My fault for not mentioning it earlier :P Back to BR or somewhere else?

Houdini is a system of mountains :D Always something new to climb! Ehehe. I
would have a lot to say in the "Non-VFX" thread but in due time and with
more knowledge.

Thanks for checking!

Best
Pedro


On 20 May 2018 at 07:04, Fabricio Chamon <xsiml...@gmail.com> wrote:

> Doh, was there one week ago. Had a couple of beers with some fellow
> friends.
>
> Nice work on the crowds btw Pedro. It is interesting to watch how fast you
> are climbing the houdini mountain.
>
> I had a friend looking for xsi artists this week. Will check if he still
> has an open position.
>
> Em sex, 18 de mai de 2018 às 13:40, pedro santos <probi...@gmail.com>
> escreveu:
>
>> Hey list
>> Came to London to work for Crowd at MPC. Here's a summary of the
>> challenges I responded to in Houdini: 
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_268613846=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=WivJGADeryox7DfsNS-EXwyu42XqC_wc2f6Mb28vyRE=Rpq9UnNWU2E9aoIfR-E8s5xKQRA_-p7-opc36U9sEUs=
>> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzS3nHFJpHH1mihN2vNWVF73yH4QzPTUaj-2BU-2FV4xCvLLTnZ7suFMzmFdGmjVRnYdJAxVY-2F5M380PkfQ8TNK8ovM5rxNeeTCOnkRGaT-2F-2Fqta38pWvWMaql23pwdaAWmes-2Fu-2FwoONKissOPCP2dnxYlCF-2B0HhMxKC0lm9F-2FMl3byx3ZVqp-2FSQktypKFNHV7svJzV9AjD3gr1AJAOPc1oRypiM1TdpTqF8x6NwYKc5rFkdXhnoYJY8hu9HXsZoISFjFIxk1Q4h3TPgVfbcHpe-2B5hs3O9NBIppY7jvpjZca8TJioqVW0UWUhRDbn2Ge0stIStA7B-2Fi0-2F0vOyUta-2BLEJ5gdbjHT96pF3GZp1wAFeIJbC39WXjOW2DxlU24XDqwxm2P8Mvi0qLsh4IuE6bmXlLTEeg-2B7Xkf4uBdQpUuzbJ967KblnTA2e8l5DkQtdD-2BwtY2H7p4fSBe6xH7Sagb4CkcIigmfZKw72kqZIKgoVf0XA4Dph-2FEogD4vIpPls9AdcxqhGkc9v-2Fjf3sXh-2F6nIypDkCF9Gv5z6bNa85mZDl7p8GXuBFHJZmhTDRtc0c8xsBQbLQdZQu5txggyTGK9WRJU2OBzxUEzyJ27xGxh8fkTbdituqn-2Faz6Vajzc-2FrGoKarhfU9aBj9a6Jd0qJL4bhOiWctP6TEKJSbmW51yJg9BM2m2wnxLGUdeaMRAr4MfaoNgmcYcMKj7q72q4yDkQ-2BCa0Z8bPs1glb8CfOeX05QALtyggoiQKbFP9BcWHBHf9DMZ-2BQP6NkwELioi1P6oozWlay8DgEV9A48CiyOkj-2BDNVVJ5loshk0T-2FJPoAJIV0STXckCwvA5bdfpbwdwSUK6iocN0ZZedkHovNsZdbYRnxv2-2BU-2BW20-2BLZ26sjyv6FgNGxyzOhF5QbsjLnXR-2BIF-2Fh9wSPjOB8u1YieMYEvaZYO3YVuj3XKErrMhuiAQaP3Jlb4jCeRBB1ZWcKthT6DzDe4K0BbPm1wLzi0L-2BtZgtCJn7jAb-2FkCrVjCy7b0Hl8VyXFP3ZO3HSyn5qx-2FDCyX0m6RkAFULfnZrd60EQlMSlt5jSJUf2OtACI77ReCGyTfK7x94yYQYI7Hy3lHDs7fMlxxDBxt2TYeU-2FgtCfeX7a0-2BsgsvjOkO1dmYeWgZh967nk-2Bg9-2F2as531ZTDpskftDGvOFf1j3k2S0rb8XtVnQxDebeVpLH7AZ-2FYrwrgR3Ej5FbPxbhTW7MaS9sLC-2FlSMuYVzX2ztwrT5l9l7wjz1qcTWerf98-3D_-2BIzOoR257VU8-2FqZ0FwFBhB79p-2Fcz-2B09dhXmPSAgsyCs1fEeYW7KVtHN2Ymch-2BCgauLgYzyx717jT-2BxEo1KnXKCymfr-2F0ZsipjvnUv-2BygvPtGjCfoLsDj0JJ0JVtkLCw82mFcyg0L6sSpzrAEneb6YWoBeKjwQoE0cTg7kSzKwamngteFw01GSMbrWKyezm8jM121zgbLf2LLXh6IMqOfhg-3D-3D>
>>
>> At the moment, I'm looking for the next thing to hop on. Most jobs for
>> Houdini are VFX centric (rings a bell with a recent thread hun?) and I'm
>> mostly a generalist leaning more towards geometry, rigging and motion
>> processing side of things.
>>
>> Here's some Orbolt Assets: 
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__orbolt.com_search_-3Fq-3Dprobiner=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=WivJGADeryox7DfsNS-EXwyu42XqC_wc2f6Mb28vyRE=Ims61t3AlBH-LGjTqPq_6ibmeMVWgkTRnMKC7xrtK-k=
>> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzS3nHFJpHH1mihN2vNWVF73yH4QzPTUaj-2BU-2FV4xCvLLTnZ7suFMzmFdGmjVRnYdJAxVY-2F5M380PkfQ8TNK8ovM5rxNeeTCOnkRGaT-2F-2Fqta38pWvWMaql23pwdaAWmes-2Fu-2FwoONKissOPCP2dnxYlCF-2BeQBb-2Bfz7DXEnNF59Q76xd3gfa3z-2FBGyOjXX0TQrUNe1jMtrBrlaSJ7zuWynB9F4r2RBtu8gNKe2zygTczMnXwJPby-2BcRNOftyxkooIurcbg1r7tP8omYzoL13W7AiT5xnpj8-2Fa9QweNdaWiofW0GAa4cHTt01Yma8Yp846oaug4ima0cdFPgahaTYB39Kxm3WzxIdrUNXq0s6Wy2yqAkOViSWGZcYXlLGEbJEQNZELwGO8CovuIKLYB1FZaaAyIPs3PVzdP-2F0ZU-2Bd4vqpcYGHwJmUymy2IfCrG0rFaNIBnzJdLN99NyBMuzpVVDffQUIKFoQ3rfiPy-2FepuG7NIkqW0nnkx8Q-2FQn3FR-2F3s3L5HYl-2F45pX2XL29KBl9hHPEnnBwCJyfXYzjM3NkYDd3PzLkZ6ykaamGv8hGOVJJAz2FYfzkmtAt0eRwTTInM-2Bl8jbyhmbyGgGx-2BN42BodMp7W4SIuYkT6ThcSMJAnCWiYFFlRYhXVJDeRMe3vbHqB0pbov2n1Fk-2FSYeMaYwRYXKbHgihLN1wmBUla61eyJNTvb5y7t4r-2F7dG-2FcpD129adLipgnJ5XhckFnAJr7mPXij6UQ6Iv-2FCUjfQeyo8rsPRN5NqPwN-2F5FUC-2BvlQm6L-2FCMR6a6uzvXnASK6-2F5ha-2BpMlrHdZD7hYuOrOP0qQJrXiP7JaILu2iREqaxolNYydkYF1bAX7UzhDp5rW5kS6RqOQ9dmeq-2B4WuBSf4Dz99-2Fl3NLYqF-2FSdTKlq1H2an4ebRwTBaxY6gyNR3yJI8bytCDA2M-2FI1aq-2FsRwKNj78NlsnP3RCly-2FlvNVlsuwaiDF-2BPaInMRriDaJwmdQGCq6bYKPY7OTb-2Bj4dVIeL2SwwKHxG5YSphphFRgDHNLva45h-2BeE4uFyRrzfw5Chs5GhFV5b-2F1QA3Jqmj-2FSuoEdUwsEa0CgFHQTvzf17n7UqRVDrtyPODLlLxGZe932Vwq0d-2FoQRBVFMbTAnr7htJFHzQQBxQG9Bq2U0jLg2AaOJ-2FVIQasKIbMYG8YAcPtTnSvMjySOEZJ6F3NX0kowPyvh5azVv3PJhTe3qSGzAAW1nhOaDM2Kk4jng-2BiZ5gwYAOrpHKT

Any mid-term work going on in London ?

2018-05-18 Thread pedro santos
Hey list
Came to London to work for Crowd at MPC. Here's a summary of the challenges
I responded to in Houdini: 
https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_268613846=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=UwggKAgtxe2qOouo5uOTEpYs4fMkQlY-xFV_GxnFaTA=WIJjRAk3XePzL5SiucUqBvoIsLejOquy3c4cFoxGjZo=

At the moment, I'm looking for the next thing to hop on. Most jobs for
Houdini are VFX centric (rings a bell with a recent thread hun?) and I'm
mostly a generalist leaning more towards geometry, rigging and motion
processing side of things.

Here's some Orbolt Assets: 
https://urldefense.proofpoint.com/v2/url?u=https-3A__orbolt.com_search_-3Fq-3Dprobiner=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=UwggKAgtxe2qOouo5uOTEpYs4fMkQlY-xFV_GxnFaTA=ymX2oHyKhYBcOurB1NcVBv1mt0j0JI8ts9PIFuwsLo8=
Building one right now to visualize arrays of vectors, which Houdini
doesn't currently support like XSI does: 
https://urldefense.proofpoint.com/v2/url?u=https-3A__i.imgur.com_ZPki1XN.png=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=UwggKAgtxe2qOouo5uOTEpYs4fMkQlY-xFV_GxnFaTA=7E7coIgkJSm205Br8lP5gCT9U_09hxNVC_OitZwhMVQ=

Let me know if there's something mid-term going be it for Houdini or XSI or
even just if you're around and want to have a chat!

Thanks
Pedro


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--

Pedro Alpiarça dos Santos


* probiner.xyz 

 *
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Re: the end.....again

2018-01-18 Thread pedro santos
Ah thanks, thought it was about a wiki.

Cheers

On Thu, Jan 18, 2018 at 4:58 PM, Sven Constable 
wrote:

> downloadable and still viewable online here:
> https://knowledge.autodesk.com/search-result/caas/
> downloads/content/autodesk-softimage-documentation.html
>
>
>
> sven
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Andres Stephens
> *Sent:* Thursday, January 18, 2018 5:17 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: the end.again
>
>
>
> Ah... damn. I used it just yesterday. Good thing I downloaded the hard
> copy of it beforehand. Once again, a Softimage artist becomes that much
> more hipster.
> --
>
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of adrian wyer <
> adrian.w...@fluid-pictures.com>
> *Sent:* Thursday, January 18, 2018 11:14 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* the end.again
>
>
>
> so it would seem the softimage online help has finally gone to the great
> internet archive in the sky
>
>
>
> ladies and gentlemen, a moment of silence if you wouldn't mind.
>
>
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 4th Floor
> 4 Bath Place
> Rivington Street
> London
> EC2A 3DR
> ++44(0) 207 684 5575 <+44%2020%207684%205575>
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Pedro Alpiarça dos Santos


* probiner.xyz 

 *
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Re: the end.....again

2018-01-18 Thread pedro santos
Google drive share Andres? :)

On Thu, Jan 18, 2018 at 4:21 PM, Laurence Dodd  wrote:

> 404 mofos
>
> On 18 January 2018 at 16:14, adrian wyer 
> wrote:
>
>> so it would seem the softimage online help has finally gone to the great
>> internet archive in the sky
>>
>>
>>
>> ladies and gentlemen, a moment of silence if you wouldn't mind.
>>
>>
>>
>>
>>
>> a
>>
>>
>>
>> Adrian Wyer
>> Fluid Pictures
>> 4th Floor
>> 4 Bath Place
>> Rivington Street
>> London
>> EC2A 3DR
>> ++44(0) 207 684 5575 <+44%2020%207684%205575>
>>
>>
>> adrian.w...@fluid-pictures.com
>>
>> www.fluid-pictures.com
>>
>>
>>
>> Fluid Pictures Limited is registered in England and Wales.
>> Company number:5657815
>> VAT number: 872 6893 71
>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
>
> Laurence Dodd
> Porkpie Animation
> E: laure...@porkpie.tv
> W: www.porkpie.tv
> 
> M: 07570 702 576
> T: 01273 278 382
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Re: Softimage - not going away...

2017-10-27 Thread pedro santos
Another hit :(
fabricengine.com


On Fri, Oct 27, 2017 at 6:16 PM, Mirko Jankovic 
wrote:

> It is really sad that years after SI is killed best possible replacement
> is still years away
> What are we talking about? Let's kill best software it is not so
> profitable as others and push back production workflow and progress 10
> years back who needs progress when you can charge subscription for
> every day getting close to where Softiamge already is (yes.. AD.. yes...)
>
> ᐧ
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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* probiner.xyz 

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Re: Otish - is there a Maya equivalent of XSI's Deform by Curve?

2017-08-22 Thread pedro santos
- Distribute samples on the curve. Let's say *201*
- Define a starting 3x3 matrix (*M*) and store it in an array.
- Iterate over each sample segment, rotating the previous segment *M* by an
axis-angle rotation, where the axis is the cross product of the current
segment with the previous segment and the angle is the angle between the
two segments. Or if you have access to quaternion functions you can use
something like "align". For each iteration append that segment's *M *in he
array. This will give you an array/list of matrices samples along the curve
and with no wild turns.

Let's say you're doing the curve deform on the *Z* axis and you have *201*
 samples, and the curve length is 4 units and you're evaluating the
deformation of a point with coordinates *(1,1,3)* to find out which 2
sample matrices you'll interpolate between to get its curved position:
- Store the point  without *Z* coordinate (1,1,0), let's call it the Local
Coordinate (*LC*).
- Use the point *Z *coordinate (3) to find the relative position on the
curve (U). So 3, in curve with length 4 gives you an U of 3/4, so, U = 0.75.
- You turn the U value into samples indicies by multiplying it by the
number of samples. So 0.75 * 201 =  150.75.
- Pass 150.75 through a floor() and a ceil() two know the two interpolation
samples, sample 150 and sample 151, which bias value is equal to the
fractional part, 0.75. If you have access to matrix SLERP, use that.

Now, how are you solving the Position on a curve with a method that allows
you to get to feed a U, just use the .75 value. If not, you can always
interpolate the position of the samples generated in step one by lerp
(sample150.Pos, Sample 151.Pos, 0.75). It's a linear transition but
depending on the number of samples might not matter.
- Multiply *LC* by the resulting matrix and you have the Local Coordinate
rotated like like it is deformed by the curve. Add the Position on the
curve and you're done.

This is sort of what I used here  https://vimeo.com/220403055 but I used
Sweep SOP to have the matrix samples done for me. Good luck in Maya.

Cheers

On Tue, Aug 22, 2017 at 11:27 PM, Jonathan Moore 
wrote:

> Studying this Entagma approach to recreating C4D's spline wrap deformer
> (very similar to XSI's Deform by Curve) in Houdini might provide some clues
> as to how to create something similar in Maya. I have no experience of
> creating custom tools for Maya but the Houdini custom tool approach might
> spark some inspiration for somebody more experienced in Maya's underlying
> wiring.
>
> http://www.entagma.com/rebuilding-the-c4d-spline-wrap-deformer-in-houdini/
>
>
> On 22 August 2017 at 21:32, Matt Lind  wrote:
>
>> The flipping problem is due to a property of curves.
>>
>> A parametric curve's normal always points in the direction of concavity
>> at a
>> given location.  The normal will flip where the curve transitions from
>> concave to convex (and vice versa), such as at the mid-section of an "S"
>> curve.  Tools will often apply a "Frenet" frame which is an added layer of
>> math that walks along the curve and unifies the normal direction by
>> applying
>> local rotations to buffer the flipping, but Maya doesn't appear to be
>> using
>> one.
>>
>> Specifying a linear quantity such as an up vector will not resolve the
>> issue
>> as you need a correction along the flow of the curve, not a fixed point or
>> direction in a linear coordinate space.
>>
>> Matt
>>
>>
>> Date: Tue, 22 Aug 2017 17:25:02 +0200 (CEST)
>> From: Morten Bartholdy 
>> Subject: Re: Otish - is there a Maya equivalent of XSI's Deform by
>> Curve?
>> To: "Official Softimage Users Mailing List.
>>
>> I have just tried all the options for World Up Type - they just produce
>> different types of flipping.
>>
>> I will try lattice on curve and see how it goes.
>>
>> MB
>>
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: GEAR - Single guides

2017-06-26 Thread pedro santos
Gear in Houdini! eheh

On Mon, Jun 26, 2017 at 8:09 AM, Tenshi Sama <tenshi...@gmail.com> wrote:

> @Miguel Campos, thanks for clarified that. I'll stay with the last gear
> for xsi then. :)
>
> On Sun, Jun 25, 2017 at 9:47 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Okay, guess it´s time to move to Gear MC.
>> I´d really like to learn how to use the eyebrows and eye modules, mouth
>> controllers...and such...
>> Short (1-5 minute) videos would really help a lot.
>> Thanks.
>>
>>
>> On Sat, Jun 24, 2017 at 8:13 PM, Miquel Campos <miquel.cam...@gmail.com>
>> wrote:
>>
>>> Hi,
>>>
>>> thanks Jeremie :)
>>>
>>> @Tenshi: mmm, I don't remember version 2 for Softimage. :P  I think for
>>> gear_mc last version was 1.2
>>>
>>> [PLUG]
>>> But shameless plug here: mGear 2.1 is ready, just need to pack
>>> everything and record some videos.
>>>
>>> if you can't wait the branch 2.1 is here: https://github.com/mique
>>> lcampos/mgear/tree/RB-2.1
>>>
>>> Also I have created a google group for mGear users:
>>> https://groups.google.com/forum/#!forum/mgearusergroup  Please join it
>>> :)
>>>
>>>
>>>
>>>
>>>
>>> 
>>>
>>> Miquel Campos
>>> Character TD
>>> www.miquel-campos.com
>>>
>>>
>>> On Sat, Jun 24, 2017 at 3:10 PM, Tenshi Sama <tenshi...@gmail.com>
>>> wrote:
>>>
>>>> Just for curiosity... there wasn't a Gear 2 for Softimage? I thought a
>>>> few years i read something about it. Hope it exist somewhere.. bc maybe
>>>> soon i'll be experimenting with Gear.
>>>>
>>>> On Sat, Jun 24, 2017 at 12:23 AM, Jeremie Passerin <gerem@gmail.com
>>>> > wrote:
>>>>
>>>>>  Nice ! Thank you guys !
>>>>> And kudos to Miquel who took over the project.
>>>>> I'm not aware of any Houdini version but I've been working on a better
>>>>> softimage/ Maya version for blur.
>>>>> It's available thru the blur open source tools but it's a pain to
>>>>> install.
>>>>> One day I'll pack it to make it easier to distribute...
>>>>>
>>>>> On Jun 23, 2017 13:58, "phil harbath" <phil.harb...@jamination.com>
>>>>> wrote:
>>>>>
>>>>>> I am very happy with as well, whatever I happen to migrate to next I
>>>>>> hope it has something of the same caliber.
>>>>>>
>>>>>> *From:* Andres Stephens
>>>>>> *Sent:* Friday, June 23, 2017 9:28 AM
>>>>>> *To:* Official Softimage Users Mailing List.https://groups.google.com
>>>>>> /forum/#!forum/xsi_list
>>>>>> *Subject:* Re: GEAR - Single guides
>>>>>>
>>>>>> I use mc_GEAR all the time.
>>>>>>
>>>>>> Best rigging system.
>>>>>>
>>>>>> -Draise
>>>>>> +57 3138116821 <(313)%20811-6821>
>>>>>>
>>>>>> --
>>>>>> *From:* softimage-boun...@listproc.autodesk.com <
>>>>>> softimage-boun...@listproc.autodesk.com> on behalf of pedro santos <
>>>>>> probi...@gmail.com>
>>>>>> *Sent:* Friday, June 23, 2017 2:31:30 AM
>>>>>> *To:* Official Softimage Users Mailing List.
>>>>>> https://groups.google.com/forum/#!forum/xsi_list
>>>>>> *Subject:* Re: GEAR - Single guides
>>>>>>
>>>>>> Gear <3
>>>>>> https://streamable.com/jli0
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Fri, Jun 23, 2017 at 7:12 AM, Mirko Jankovic <
>>>>>> mirkoj.anima...@gmail.com> wrote:
>>>>>>
>>>>>>> Man, gear was and still is foundation of all of my work with
>>>>>>> characters :)
>>>>>>> Made rigging and getting characters to animation fun and fast.. I
>>>>>>> can;t express it better then..
>>>>>>> Thanks we love you for gear man!!! :)
>>>>>>>
>>>>>>> By the way did I dream or there was some version or testing or
>>>>>&g

Re: GEAR - Single guides

2017-06-23 Thread pedro santos
Gear <3
https://streamable.com/jli0



On Fri, Jun 23, 2017 at 7:12 AM, Mirko Jankovic 
wrote:

> Man, gear was and still is foundation of all of my work with characters :)
> Made rigging and getting characters to animation fun and fast.. I can;t
> express it better then..
> Thanks we love you for gear man!!! :)
>
> By the way did I dream or there was some version or testing or something
> for Houdini as well?
> Was there one and was it anything like SI version?
> ᐧ
>
> On Fri, Jun 23, 2017 at 8:02 AM, Jeremie Passerin 
> wrote:
>
>> I feel some warm in my heart when I see people are still using gear.
>> I miss you all guys !
>>
>> On Jun 22, 2017 16:14, "Pierre Schiller" 
>> wrote:
>>
>>> Fixed. TAN1: Was a ball rig from the neck, effectively the second from
>>> the root...
>>>
>>> On Thu, Jun 22, 2017 at 5:25 PM, Pierre Schiller <
>>> activemotionpictu...@gmail.com> wrote:
>>>
 UPDATE:
 I got this error. Here´s what I did:
 Created Rig from template: MAN.
 MMB deleted (right) Leg root.
 Deleted Left toe fingers
 Deleted Right arm from root. Adjusted all guide points on Left hand.
 Symmetry Duplicate to RIGHT side (now I have both arms back)
 Adjusted Neck and DELETED 2nd point guide from the base up.
 Create rig:
 ERROR:
 SelectObj "man_guide"
 SelectObj "man_guide", "BRANCH"
 ' WARNING : Object missing : tan1
 ' WARNING : The guide doesn't seem to be up to date. Check logged
 messages and update the guide.
 ' Guide loaded from hierarchy in [ 0:00:03.561000 ]
 gear_BuildFromSelection

 Now I´ve been dealing with this for 2 days. Please help.
 Thanks.

 On Thu, Jun 22, 2017 at 3:58 PM, Pierre Schiller <
 activemotionpictu...@gmail.com> wrote:

> Gosh I feel embarrassed... It´s working now. I guess either my machine
> needed a restart or I did use some kind
> of weird name for the final rig (spaces, stuff the such)
> Thanks team!
>
> On Thu, Jun 22, 2017 at 7:10 AM, toonafish 
> wrote:
>
>> Works fine here.
>>
>> Did you MMB select and delete the complete “leg_XX_root” branch ?
>>
>> Ronald
>>
>>
>>
>> On 22 Jun 2017, at 13:42, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>> Hi. Is Jeremie Passerin still in the list? :D
>> I´ve been a little rusty on making guides on Gear. I am trying to rig
>> a "house key" as a character.
>> So I pickup the human guide, delete 1 leg entirely and it should be
>> ready to generate a rig. Instead, I get an error. Scripts stop.
>>
>> So I thought, maybe I gotta do this using the single guides (make a
>> spine, neck and head, two arms and 1 leg.) But It mentions I´m missing a
>> "root". Basically I have forgotten how to make my own guide and generate 
>> a
>> rig out of it.
>>
>> Could someone help me out with this, please?
>> Thank you everyone. I know it´s been HU days for everyone. :D heheh.
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
>> --
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>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>



 --
 Portfolio 2013 
 Cinema & TV production
 Video Reel 

>>>
>>>
>>>
>>> --
>>> Portfolio 2013 
>>> Cinema & TV production
>>> Video Reel 
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>> --
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>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Mirko Jankovic
> *http://www.cgfolio.com/mirko-jankovic
> *
>
> Need to find freelancers fast?
> www.cgfolio.com
>
> Need some help with rendering an Redshift project?
> http://www.gpuoven.com/
>
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nodeflow discord server

2017-06-10 Thread pedro santos
https://vimeo.com/221093674
Join the #livechat channel in the discord server:
https://discordapp.com/invite/qK8GeSk
Stream: https://www.youtube.com/watch?v=DS4Ayq2CWp4

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Re: Friday Flashback #302

2017-04-14 Thread pedro santos
I was 8 years old, eh!

On Fri, Apr 14, 2017 at 6:30 PM, Stephen Blair 
wrote:

> Making of Jurassic Park
> --from Sega Summer CES 1993 "Sneak Preview" video
>
> http://wp.me/powV4-3q1
>
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Re: Math behind Smooth Weights

2017-01-27 Thread pedro santos
Martin I made a compound some time ago that might help it mimics what XSI
Smooth Weights does, but with an addition that I always missed: Iterations.
It's a smooth after all so sometimes you want some settings to repeat and
instead of adding multiple smooth operators one could just add more
iterations.

http://probiner.xyz/2015/02/05/ice-envelope-weights-utilities/
pb_SmoothEnvelopeWeights.xsicompound

It's slow by the way :) Just made it to trace the algorithm.

Cheers












On Fri, Jan 27, 2017 at 2:39 PM, Martin Yara  wrote:

> Thanks Matt, I kinda understand the logic, but I can't figure out how to
> do it yet. I'll have to study it a little more.
>
> Thanks Michael, but he is using just the default smooth brush and the
> default Weight Hammer.
>
> Using Maya's brush (artUserPaintCtx) through scripting without a brush has
> better results than Weight Hammer sometimes, but you can't undo.
>
> I guess I'll have to keep my Maya to Softimage workflow until I find
> something better.
>
> Martin
>
> On Fri, Jan 27, 2017 at 10:09 PM, michael malinowski <
> hejherb...@hotmail.com> wrote:
>
>> Hey Martin,
>>
>> This tool has a similar smoothing brush in it. It's all python so you can
>> browse the math behind it there if you didn't want to use the tool in its
>> entirety.
>>
>> Maya has a long way to go before it's skinning tools have any sort of
>> parity with Soft!
>>
>> https://www.highend3d.com/maya/script/skinning-tool-for-maya
>>
>> Mike
>>
>> On 27 Jan 2017, at 11:07, Martin Yara  wrote:
>>
>> Hi, Does any have some light to shed about this ?
>>
>> I really like Softimage's Smooth Weights, and really hate Maya's Weight
>> Hammer. So I would like to implement, if it is possible, a Smooth Weights
>> tool for Maya that work as good as the SI one, or at least better than
>> Weight Hammer.
>>
>> Meanwhile I'm just sending my data to Softimage, work with weights in
>> Softimage (way faster!) and then send only the weights data in a custom
>> format back to Maya.
>>
>> Martin
>>
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: Softimage mailing 2016 year in review

2017-01-06 Thread pedro santos
I must admit I was a bit uneasy to click on the link. Looked like
redirection and you had no other word in the mail.
But yeah... goes to
https://xsisupport.com/2017/01/06/softimage-mailing-2016-year-in-review/

Nice summary
Cheers

On Fri, Jan 6, 2017 at 6:33 PM, Stephen Blair 
wrote:

> http://wp.me/powV4-3nR
>
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Alpiarça dos Santos >>  http://probiner.xyz/ 
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Re: Questionable spam emails

2016-12-31 Thread pedro santos
Striked again...
And this time from mailing list mail itself??
http://prntscr.com/dq7f05
http://prntscr.com/dq7f7h

Happy 2017

On Mon, Dec 19, 2016 at 6:01 PM, pedro santos <probi...@gmail.com> wrote:

>
> I reported this one as spam:
>  [image: Inline image 1]
>
> Let me know if it's a legit mailbox going through a rough time.
>
> Cheers
>
>
>
> On Mon, Dec 19, 2016 at 10:28 AM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> I wonder, maybe this is the Maya help file... :)
>>
>> Le 19 déc. 2016 11:22, "Morten Bartholdy" <x...@colorshopvfx.dk> a écrit :
>>
>>> On the sitoa userlist too :/
>>>
>>> MB
>>>
>>>
>>>
>>> > Den 19. december 2016 klokken 01:23 skrev Eric Thivierge <
>>> ethivie...@gmail.com>:
>>> >
>>> >
>>> > Just got a weird email with an attachment with my name on it from this
>>> > list. This is something I've heard of happening on other lists
>>> recently.
>>> >
>>> > Just a warning not sure what its all about but wanted to warn people.
>>> > --
>>> > Softimage Mailing List.
>>> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
> <http://probiner.x10.mx/>*
>



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Re: Questionable spam emails

2016-12-19 Thread pedro santos
I reported this one as spam:
 [image: Inline image 1]

Let me know if it's a legit mailbox going through a rough time.

Cheers


On Mon, Dec 19, 2016 at 10:28 AM, Olivier Jeannel 
wrote:

> I wonder, maybe this is the Maya help file... :)
>
> Le 19 déc. 2016 11:22, "Morten Bartholdy"  a écrit :
>
>> On the sitoa userlist too :/
>>
>> MB
>>
>>
>>
>> > Den 19. december 2016 klokken 01:23 skrev Eric Thivierge <
>> ethivie...@gmail.com>:
>> >
>> >
>> > Just got a weird email with an attachment with my name on it from this
>> > list. This is something I've heard of happening on other lists recently.
>> >
>> > Just a warning not sure what its all about but wanted to warn people.
>> > --
>> > Softimage Mailing List.
>> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
> --
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>



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Re: Weights Plugin

2016-11-19 Thread pedro santos
Hey Martin
It wasn't a request. I think this lock management speeds up the way someone
sets the editing scope of envelope weights, that masks not just brush
painting but any tool that changes them. I also prefer to use practices
that give me better and more rational weights to start with. Added a
mock-up of what would a deformer list for that purpose would behave like.

[image: Inline image 1]

On Sat, Nov 19, 2016 at 9:00 AM, Martin Yara <furik...@gmail.com> wrote:

> I almost never use painting for weights but, creating groups (list of
> components), or clusters, to lock their weights with buttons in a PPG
> should be very easy to code.
>
> Or do you mean something like Maya's ngSkinTools ? That looks pretty cool,
> but since I rarely use painting weights I haven't tried it that much.
>
> Martin
>
>
>
> On Sat, Nov 19, 2016 at 2:01 AM, pedro santos <probi...@gmail.com> wrote:
>
>> Something I would like to see as a standard weight painting workflow is
>> to be able to groups weights to rapidly decide which layers are locked and
>> which aren't, so I don't destroy good work I've done so far, by quickly
>> setting up my desired mask. Unlike as of now that I have to lock manually
>> weight by weight.
>> So with groups I would select the "Torso" and the "Head" groups, I would
>> paint over those but not over the "Arm_L" and "Arm_R" groups. And if none
>> is selected, than it's like all are selected and I paint all over them,
>> none is locked. Single exclusion would be done by selecting something and
>> than inverting that selection.
>>
>> Cheers
>>
>>
>>
>> On Fri, Nov 18, 2016 at 1:01 PM, Alok Gandhi <alok.gandhi2...@gmail.com>
>> wrote:
>>
>>> Hey Martin,
>>>
>>> Good Job! I haven't gone through the code but for performance issue with
>>> python, did you think about using `numpy` or perhaps `cython`(to write `C`
>>> extensions) or you are already using one of these.
>>>
>>> - Alok
>>>
>>> On Fri, Nov 18, 2016 at 8:42 PM, toonafish <ron...@toonafish.nl> wrote:
>>>
>>>> Looks very cool, muchas gracias senior !
>>>>
>>>> - Ronald
>>>>
>>>> On 18 Nov 2016, at 12:17, Martin Yara <furik...@gmail.com> wrote:
>>>>
>>>> I finally decided to share the weights tool I've been writing for the
>>>> last few months.
>>>>
>>>> https://vimeo.com/191796419
>>>>
>>>> Everything is in Python and Jscript. I rewrote some commands in JScript
>>>> to make it faster because Python was like 3 times slower to just get the
>>>> Weights array. Now that I think about it VBScript would have been a little
>>>> faster.
>>>> Probably I should try C to handle more deformers faster, but it is
>>>> doing the job for our current game project.
>>>>
>>>> I've included a workgroup with PySide and PyQtForSoftimage for easy
>>>> installation but I'm not sure if I'm infringing something with this. If
>>>> there is any problem please let me know and I'll pull it out.
>>>>
>>>> Martin
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>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>>
>>>>
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>>>>
>>>
>>>
>>>
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>>
>>
>>
>> --
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>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
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Re: Weights Plugin

2016-11-18 Thread pedro santos
"layers" = weights of the deformer list.

On Fri, Nov 18, 2016 at 5:01 PM, pedro santos <probi...@gmail.com> wrote:

> Something I would like to see as a standard weight painting workflow is to
> be able to groups weights to rapidly decide which layers are locked and
> which aren't, so I don't destroy good work I've done so far, by quickly
> setting up my desired mask. Unlike as of now that I have to lock manually
> weight by weight.
> So with groups I would select the "Torso" and the "Head" groups, I would
> paint over those but not over the "Arm_L" and "Arm_R" groups. And if none
> is selected, than it's like all are selected and I paint all over them,
> none is locked. Single exclusion would be done by selecting something and
> than inverting that selection.
>
> Cheers
>
>
>
> On Fri, Nov 18, 2016 at 1:01 PM, Alok Gandhi <alok.gandhi2...@gmail.com>
> wrote:
>
>> Hey Martin,
>>
>> Good Job! I haven't gone through the code but for performance issue with
>> python, did you think about using `numpy` or perhaps `cython`(to write `C`
>> extensions) or you are already using one of these.
>>
>> - Alok
>>
>> On Fri, Nov 18, 2016 at 8:42 PM, toonafish <ron...@toonafish.nl> wrote:
>>
>>> Looks very cool, muchas gracias senior !
>>>
>>> - Ronald
>>>
>>> On 18 Nov 2016, at 12:17, Martin Yara <furik...@gmail.com> wrote:
>>>
>>> I finally decided to share the weights tool I've been writing for the
>>> last few months.
>>>
>>> https://vimeo.com/191796419
>>>
>>> Everything is in Python and Jscript. I rewrote some commands in JScript
>>> to make it faster because Python was like 3 times slower to just get the
>>> Weights array. Now that I think about it VBScript would have been a little
>>> faster.
>>> Probably I should try C to handle more deformers faster, but it is doing
>>> the job for our current game project.
>>>
>>> I've included a workgroup with PySide and PyQtForSoftimage for easy
>>> installation but I'm not sure if I'm infringing something with this. If
>>> there is any problem please let me know and I'll pull it out.
>>>
>>> Martin
>>> --
>>> Softimage Mailing List.
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>>>
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>>
>>
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Re: Weights Plugin

2016-11-18 Thread pedro santos
Something I would like to see as a standard weight painting workflow is to
be able to groups weights to rapidly decide which layers are locked and
which aren't, so I don't destroy good work I've done so far, by quickly
setting up my desired mask. Unlike as of now that I have to lock manually
weight by weight.
So with groups I would select the "Torso" and the "Head" groups, I would
paint over those but not over the "Arm_L" and "Arm_R" groups. And if none
is selected, than it's like all are selected and I paint all over them,
none is locked. Single exclusion would be done by selecting something and
than inverting that selection.

Cheers



On Fri, Nov 18, 2016 at 1:01 PM, Alok Gandhi 
wrote:

> Hey Martin,
>
> Good Job! I haven't gone through the code but for performance issue with
> python, did you think about using `numpy` or perhaps `cython`(to write `C`
> extensions) or you are already using one of these.
>
> - Alok
>
> On Fri, Nov 18, 2016 at 8:42 PM, toonafish  wrote:
>
>> Looks very cool, muchas gracias senior !
>>
>> - Ronald
>>
>> On 18 Nov 2016, at 12:17, Martin Yara  wrote:
>>
>> I finally decided to share the weights tool I've been writing for the
>> last few months.
>>
>> https://vimeo.com/191796419
>>
>> Everything is in Python and Jscript. I rewrote some commands in JScript
>> to make it faster because Python was like 3 times slower to just get the
>> Weights array. Now that I think about it VBScript would have been a little
>> faster.
>> Probably I should try C to handle more deformers faster, but it is doing
>> the job for our current game project.
>>
>> I've included a workgroup with PySide and PyQtForSoftimage for easy
>> installation but I'm not sure if I'm infringing something with this. If
>> there is any problem please let me know and I'll pull it out.
>>
>> Martin
>> --
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Re: Weights Plugin

2016-11-18 Thread pedro santos
Nice. Thanks for the share and vid :) A few of these I did in ICE and you
can imagine how cumbersome that is in a way :D

Cheers!

On Fri, Nov 18, 2016 at 11:36 AM, wavo  wrote:

> Many thanks,
>
> downloaded!
>
> right now i dont see what all is possible but i see in the panel buttons
> for mirror weights!,(since version 2010(12?) i often have
> problems with mirroring weights) alone for this button its a awesome tool!,
>
> thank you very much
>
>
> Am 11/18/2016 um 12:17 PM schrieb Martin Yara:
>
> I finally decided to share the weights tool I've been writing for the last
> few months.
>
> https://vimeo.com/191796419
>
> Everything is in Python and Jscript. I rewrote some commands in JScript to
> make it faster because Python was like 3 times slower to just get the
> Weights array. Now that I think about it VBScript would have been a little
> faster.
> Probably I should try C to handle more deformers faster, but it is doing
> the job for our current game project.
>
> I've included a workgroup with PySide and PyQtForSoftimage for easy
> installation but I'm not sure if I'm infringing something with this. If
> there is any problem please let me know and I'll pull it out.
>
> Martin
>
>
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>
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Re: "unsubscribe"

2016-09-15 Thread pedro santos
RIP

On Fri, Sep 16, 2016 at 2:10 AM, Barry Lawrence  wrote:

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Re: shameless plug - Fabricio Chamon

2016-07-12 Thread pedro santos
Hey Fabricio!
Neat looking website. Godspeed with the demo reel.

Good luck in this new venture!

Abraço!

On Tue, Jul 12, 2016 at 12:54 PM, Fabricio Chamon 
wrote:

> Hello fellow softimagers! (Short text, I promiss...)
>
> Sorry for the self promotion, but there's no other place I know that will
> like my softimage skills. =)
>
> After ~10 years of fixed contracts, I finally got into the field for
> freelance working.
>
> Generalist, with inclination for fx/simulation/rendering/techy stuff.
> Strong ICE knowledge. Also have been working on Maya lately, doing lots of
> hair (xgen/yeti), crowds (golaem), particles/fx stuff. Arnold for render,
> nuke/after effects for compositing.
>
> Recent work here: www.fabriciochamon.com (reel is on the way)
> Tools/making-of videos here: www.vimeo.com/fchamon
>
> If you need a hand on any task, please feel free to drop me a line at
> fabricio.cha...@gmail.com
>
> Thanks for your time and help over all these years! Greatly appreciated.
>
> Fabricio
>
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Re: Double transforms on facial weights - Using Gear.

2016-07-10 Thread pedro santos
Hey Pierre
Sorry to hear this. I have had double transformations before but usually
it's because I apply envelope deformation in ICE and forget to turn off the
Envelope Operator.

The usual way to go about issues is:
- Start shutting down operators so you can find where the bad influence or
combination comes from.

- If you think everything you've done makes sense and should be working,
check the order of operations and switch them around. This is very brute
forc'ish, but given order of operations at times is so important it can be
the difference between pulling hair with something you know that reasonably
it should be working and have something actually working. The risk is that
you get it working apparently by switching something that is correct and
not what is wrong :P

- Redo with a proxy so you can check steps individually or if I their
chaining makes sense.


If it gets too puzzling you can always decimate the mesh and freeze and
share the model for inspection.

Good Luck



On Sun, Jul 10, 2016 at 9:52 AM, - -  wrote:

> hi Pierre,
>
> not so easy to find the problem but , in the scematic-view on the right
> side are 7elements under a null, is that you character-geo? if so why is
> the Head not also there?
>
> What is different(shape parent rigged?) between the teeth and the head geo,
>
> what happens when you offset the actor-hierachy and then mute the
> envelope-operator of (the head) or the shape-operator will they jump back
> to the original rest-position?
>
> Sorry need More Info
>
> Walter
>
>  Pierre Schiller  hat am 10. Juli 2016 um
> 06:35 geschrieben:
>
>
> Hello, team! I´m facing an odd problem regarding double transforms on the
> weights
> on my character´s face. Currently I´m using gear and the head bone´s
> hierarchy is like this:
>
>
> -ModelCharName
>-Face Mesh (Weighted)
>-Main-Gear-hierarchy
>- COG
>-COG_Head_Ctrls_CatchUP <- This is child of the neck on the
> Gear rig. I needed to add more bones to the head on the gear rig, so I
> deleted those bones, created my own and made them child to this
> "COG_Head_Ctrls_CatchUP" bone. The head which is totally outside of the
> entire hierarchy, was weighted to my "head" bone. Once weighted, I sculpted
> some shapes
> and I needed to mirror them. So I duplicated the head, and GATOR the
> shapes by mirroring them and applying it them to my original head.
>
> Froze Gator operator, renamed all mirrored shapes, and have a complete L+R
> set of shapes all in the shape manager; works great.
>
> But if I move the Main COG controller on the gear rig, my character´s face
> is completely offset having double transforms.
>
> Before mirroring the shapes on the new head for Gator´s function to work,
> the weighted face moved and had double transform on certain
> points only.
>
> So I don´t know where to check whether I got extra parameters,?, or I
> should check something not on it´s own place?
> Please help.
>
> Why do I get double transforms on facial weights and how do I solve this?
> Here´s a capture of what I got:
> http://imgur.com/a/aD5wL
>
> Thanks.
> Best regards.
>
>
> --
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> Cinema & TV production
> Video Reel 
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Re: Path constrained camera and endless loop

2016-06-22 Thread pedro santos
Ah, I meddled with open curves only. Makes sense.
Thanks


On Wed, Jun 22, 2016 at 8:23 PM, Matt Lind <speye...@hotmail.com> wrote:

>
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/fcurves_ExtrapolatingFunctionCurves.htm
>
> However, even if you don't use pre/post extrapolation, all you have to do
> is
> enter a value above 100% along the path.  Softimage will internally make
> the
> adjustment to preserve continuity.
>
> It's all in the manuals.
>
>
> Matt
>
>
>
> Date: Tue, 21 Jun 2016 14:58:01 -0500
> From: Pierre Schiller <activemotionpictu...@gmail.com>
> Subject: Re: Path constrained camera and endless loop
> To: softimage@listproc.autodesk.com
>
> Thank you Matt. Would be a plus, to show the method.
> I initially solved as posted, but I didn't know one can extrapolate the
> curve for ever.
> On Jun 17, 2016 8:56 PM, "pedro santos" <probi...@gmail.com> wrote:
>
> > @Matt
> > I'm confused: what do you mean by: "All you need to do is extrapolate the
> > FCurve linearly beyond 100%."Curve Extrapolation to Cycle? That works
> > fine if you just want to loop exactly the same thing but not if you want
> > to
> > "travel" between loops. And if that is what you mean how it wouldn't
> > destroy the Motion Blur too?
> >
> > Cheers
>
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Re: custom parameter creation error

2016-06-22 Thread pedro santos
Hi Matt try deleting the ICE tree and making a new one. This might be due
to the conflicting order of the operations, being that the creation of the
ICE tree and the parameter.

Cheers

On Wed, Jun 22, 2016 at 12:01 PM, Matt Morris  wrote:

> Hi list (or what remains!)
>
> I have a weird issue with softimage 2015 R2 SP2. When I create a new
> custom parameter set and add a new parameter, it adds two new options under
> the parameter name, script name and definition. If I make all of these the
> same, and drag and drop the parameter into an ice tree, it won't read it.
> If I leave the two new options as default (comes in as Param, Param1,
> param2 etc) then it will read into an ice tree but will show as the script
> name, so I can't read the tree clearly. Hope you don't mind a small
> attachment, easier to get the issue across.
>
>
> ​
>
> Tried renaming my user profile to create a default layout, to no avail.
>
> Any suggestions gratefully received!
> Matt
>
>
> --
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Re: Path constrained camera and endless loop

2016-06-17 Thread pedro santos
@Matt
I'm confused: what do you mean by: "All you need to do is extrapolate the
FCurve linearly beyond 100%."Curve Extrapolation to Cycle? That works
fine if you just want to loop exactly the same thing but not if you want to
"travel" between loops. And if that is what you mean how it wouldn't
destroy the Motion Blur too?

Cheers


On Sat, Jun 18, 2016 at 1:07 AM, Jason S  wrote:

>
>All you need to do is extrapolate the FCurve linearly beyond 100%.
>
> Indeed!
>
>
> On 06/17/16 19:38, Matt Lind wrote:
> > Cycling the FCurve would destroy motion dependent calculations (such as
> > motion blur, quickstretch, etc...) at the start/end point of the loop.
> >
> > All you need to do is extrapolate the FCurve linearly beyond 100%.
> > Softimage automatically computes the modulus internally to preserve
> > continuity of motion along the path.  Therefore no modulus expression
> needed
> > either.
> >
> > You can also manually set a key beyond 100% (or below 0%) simply by
> typing
> > it into the path constraint PPG or setting the key in the FCurve editor.
> >
> > Matt
> >
> >
> >
> >
> >
> > Date: Fri, 17 Jun 2016 18:02:34 -0400
> > From: Jason S 
> > Subject: Re: Path constrained camera and endless loop
> > To: softimage@listproc.autodesk.com
> >
> > Can't you just cycle the Fcurve?
> >
> > Curve Editor -> Curves -> Pre/Post Extrapolation -> Cycle
> >
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Re: equirectangular uv

2016-05-24 Thread pedro santos
Hi Pierre
I didn't make the UV to grid part of it available yet. But the Polygon to
UV was made in response to another topic here in the mailing list.You can
also check it out on rray: "Unit UV"

Cheers

On Tue, May 24, 2016 at 4:02 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> @Pedro Santos, is this an in-house solution? looks pretty solid!
> https://gfycat.com/ShabbySeriousDrafthorse
> Or is it available somewhere?
> Thanks! :D
>
> On Tue, May 17, 2016 at 8:51 PM, Matt Lind <speye...@hotmail.com> wrote:
>
>> I should also add:
>>
>> If you apply a spherical projection onto a cube which has Catmull-Clark
>> subdivision smoothing applied to it to become a sphere, the edge flow of
>> the
>> polygons as seen in the texture editor will almost exactly match the flow
>> as
>> seen in equirectangular projections floating around on the internet when
>> doing a Google search for examples.  That is a marked improvement over
>> applying a spherical projection onto a primitive sphere which shows up as
>> a
>> grid with pinched poles at the top and bottom of the editor.
>>
>> If you place your unfold cut lines along the center of the face(s) of the
>> subdivided cube, the resulting unfold will resemble a Mercator projection,
>> but with skewing as unfold has flaws as detailed in an earlier post.
>>
>> Matt
>>
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Re: equirectangular uv

2016-05-17 Thread pedro santos
Matt at that particular point I'm using "Random Seed" input to randomize
the UV location, hence that happening. So what you're saying it's not
something that is wrongly set and what I show in there wouldn't help, since
it's a viewport problem?

Cheers

On Tue, May 17, 2016 at 2:38 AM, Matt Lind  wrote:

> Implicit simply means the texture is projected without explicitly defined
> UV
> coordinates per polygon.  Like using a slide projector to project the image
> onto a surface.  That's why it's confined to the basic texture projection
> types as the method to project the image onto the surface needs to be
> defined as an algorithm.  The advantage is polygon surfaces can get more
> granular/precise placement of texels because normally they rely on normals
> and UVs defined at the vertices and interpolated across the polygon for
> placement which gets less accurate the larger the polygon is relative to
> the
> texture space coverage.  That is independent of an equirectangular
> projection mapping method which Softimage does not have by default (other
> than spherical mapping).
>
> I don't think it's strictly a mental ray feature, but even if it were, any
> surface attribute produced by mental ray can be captured using
> rendermap/ultimapper/lightmapper and exported where needed.  You may be
> able
> to build your own projection using ICE, but a mental ray shader would
> produce better results as it has the advantage of the subsampling and
> interpolation methods available in the renderer which are significantly
> higher quality and more granular than anything ICE has access to.
> Developing a shader would also be easier.
>
> I conducted an experiment by applying Catmull-Clark subdivision smoothing
> to
> a cube, applying a spherical texture projection, then rendermapping the
> result.  After that, I created my own spherical mapping shader in the
> rendertree using the available nodes, applied it to the cube, then
> rendermapped that too.  Comparing the results side by side revealed some
> broken internals of Softimage.
>
> As it turns out, the default spherical mapping as seen in the viewports is
> all Fd up, but if you rendermap that projection, the resulting image
> will be perfectly clean without distortion at the poles.  Conversely, my
> self-devised spherical shader built in the rendertree looked perfect in the
> viewports/render region, but rendermap captured distortion at the poles
> equivalent to what you see in the viewports with the default spherical
> projection.  Apparently the viewports and rendermap use different
> algorithms
> for the same work.
>
> Getting back to the original question - the fact you see garbage at the
> poles of the sphere in the Softimage viewports should be of no concern
> because it's isolated to the viewports and should not transfer to Unity or
> whatever engine you're exporting your stuff.  Equirectangular projections
> created with Rendermap will come out clean.
>
> Matt
>
>
>
> Date: Sat, 14 May 2016 17:33:32 +0200
> From: "Sven Constable" 
> Subject: RE: equirectangular uv
> To: 
>
> To fix distortion on the poles, XSI has a special mapping feature called
> 'implicit' (Clusters/?Texture Projection Def), but this is actually a
> mental
> ray feature and doesn't deal with UVs at all. So when exporting meshes you
> cannot use it, I think. I'm not familiar with Unity unfortunatly, maybe
> there is a similar feature for spherical projections not using UVs but
> instead a special projection method (perfect spherical) ?
>
> Otherwise, since a sphere always has poles/singularities you will get
> distortions on them. Workaround could get rid of the poles by deleting the
> inmost polygons on each pole, duplicating the resulting (open) edge loop,
> and scale it to zero. Resulting in many point on the same spot. Then
> relaxing them in the texture editor. Results could be ok, not sure. Maybe
> I'm  overcomplicating it.  Matt Lind needs to chime in :)
>
> Can't you use cubic mapping? That should avoid the problem in the first
> place.
>
> sven
>
> --
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> with "unsubscribe" in the subject, and reply to confirm.
>



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Re: Is there a well know workflow to have deformers drive/blendnicely with Syflex?

2016-05-16 Thread pedro santos
You Delta Much!?
Funny mistake, name got all mushed up :)

On Mon, May 16, 2016 at 6:54 PM, pedro santos <probi...@gmail.com> wrote:

> Hi Pierre
> I'm not doing the animation, but here's the latest test I've uploaded
> closer to completion: https://gfycat.com/NaughtySleepyBurro
> I'm not using the same corrugation deformer. The previous one was more
> interesting but the setup was very mesh specific and with lots of support
> calcs not making it very friendly to port around. But it was cool enough
> that I could have any custom shape. Shame.
>
> What of the setup spiked your interest.
>
> Anyways, Delta Much revealed itself very useful to recover some details
> post sim as explained here. A tip for the future:
> http://i.imgur.com/mNuSIKf.png
>
> Cheers
> Pedro
>
>
>
> On Thu, May 12, 2016 at 3:53 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Wait, so could we see how did it ended up resulting? and the setup?
>> Please? :D
>>
>> Cheers.
>>
>> On Thu, May 12, 2016 at 7:12 AM, Jason S <jasonsta...@gmail.com> wrote:
>>
>>> Like the story of life  :P
>>>
>>>
>>> On 05/12/16 7:36, pedro santos wrote:
>>>
>>> First time using Syflex, so after that fact clicked much simpler to get
>>> to what I wanted, yes! Some wasted time on the way, though.
>>>
>>> Cheers
>>>
>>> On Thu, May 12, 2016 at 12:21 PM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
>>>> this was ...simple in the end ?
>>>>
>>>>
>>>> On Thu, May 12, 2016 at 12:46 PM, pedro santos <probi...@gmail.com>
>>>> wrote:
>>>>
>>>>> Just to conclude for any late readers. Constrains need some value in
>>>>> distance so the weight map does. Until this clicked it was a bit annoying.
>>>>> Going through the old operator documentation helped :)
>>>>>
>>>>> [image: Inline image 1]
>>>>>
>>>>> Cheers
>>>>>
>>>>> On Mon, May 9, 2016 at 3:17 PM, pedro santos <probi...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> @Olivier The interpolation I was looking for was more in terms of
>>>>>> "influence" as a force and not of the point positions as I do that with 
>>>>>> the
>>>>>> Delta Mush, but I'll give it another try on that front. Thanks.
>>>>>>
>>>>>> @Paul Will give that a stab as ICE one is stabbing me.
>>>>>>
>>>>>> Cheers
>>>>>>
>>>>>>
>>>>>> On Mon, May 9, 2016 at 9:53 AM, <p...@bustykelp.com> wrote:
>>>>>>
>>>>>>> One thing I’d say about Syflex is that the original non ICE version,
>>>>>>> produces far better results in general than the ICE one, especially when
>>>>>>> using things like Pinning. Its a totally different and more complex /
>>>>>>> interesting result.
>>>>>>> Worth trying to see the difference anyway.
>>>>>>>
>>>>>>> *From:* Olivier Jeannel <facialdel...@gmail.com>
>>>>>>> *Sent:* Monday, May 09, 2016 8:51 AM
>>>>>>> *To:* softimage@listproc.autodesk.com
>>>>>>> *Subject:* Re: Is there a well know workflow to have deformers
>>>>>>> drive/blendnicely with Syflex?
>>>>>>>
>>>>>>> A blend between positions ?
>>>>>>> I think instead of using the exe out port of Syflex, you can dive
>>>>>>> inside and output the point position.
>>>>>>> Then blend (linear interpolate) between your "shape" point position
>>>>>>> with a weightmap.
>>>>>>> Not always ideal, because you usualy feels the "over the top"
>>>>>>> deformation.
>>>>>>> I sometimes used Mimic, but I had to fight with the stiff result.
>>>>>>>
>>>>>>> On Mon, May 9, 2016 at 8:53 AM, pedro santos <probi...@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> I like to build setups that are immediate, so I usually avoid
>>>>>>>> simulation venues as they bring a processing overhead and visualization
>>>>>>>> restriction (you have to build up from frame 0/1), but this time I 

Re: equirectangular uv

2016-05-16 Thread pedro santos
Does this help?
https://gfycat.com/ShabbySeriousDrafthorse

On Sun, May 15, 2016 at 7:02 AM, Matt Lind  wrote:

> I would need to see the problem to give a good answer as I'm not sure what
> I'm envisioning in my head matches what is being described.
>
> Knowing how the sphere is modified is important.  Unfold tries to evenly
> distribute the texture space of the texture to match the topology while
> minimizing stretch/compression.   If the poles have elongated triangles,
> then that will obviously play into the distribution of the unfolded texture
> (in theory it shouldn't, but in practice it does).  One way to mitigate
> that
> issue is to add vertices and perpendicular edges at regular intervals along
> the elongated edges to closely match the spacing of other edges around the
> rest of the mesh, but that will have limited influence on the result and is
> more of a brute force technique.
>
> Unfold is also a flawed tool as even simple cases come out distorted.  for
> example, get a primitive sphere and imagine it's the Earth.  Place a
> vertical UV seam down one side at the international date line, then two
> more
> seams at the arctic/antarctic circles.  Deselect the vertical edges
> connecting the circles to the poles.  Now unfold the mesh.  Notice the
> sphere is splayed in butterfly fashion, but one half is larger than the
> other and slightly off kilter in alignment with the texture editor.  The
> circle at one pole is often (but not always) larger than the other circle
> too.  These are the kinds of issues you'll battle, but on more complex
> cases
> they'll be too complex to solve without resorting to cleanup via
> pushing/pulling points to correct the flawed parts of the unfold.
>
> However, let's put all that aside and look at the goal from the beginning
> and not the current situation which has a roadblock.
>
> An equirectangular projection comes in a few flavors, but most are similar
> to a cubic projection.  The main difference is in how the top and bottom
> sides are projected.  Simple analysis of the problem would suggest one
> could
> take a cube and use Catmull-Clark subdivision smoothing to round it into a
> sphere.  That would accomplish nicer edge placement which closely match the
> meridians of the projection to handle (or fabricate) the texture space.  A
> single vertical seam from pole to pole (despite no physical poles) could be
> used to unfold and splay the sphere to accept/define the projection, but
> subtle details may need to be tweaked for a perfect match.
>
> Alternately, use rendermap applied to a sphere to capture the external
> world.  The rendermap generated image should mimic an equirectangular
> projection. You may have to open the poles like the Earth without the
> arctic/antarctic circles, for example, to adjust the field of view for the
> rendermap process.  Invert the sphere's normals so rendermap points
> outwards
> into the world instead of inwards towards the sphere's surfaceand of
> course, exclude self or make the material 100% transparent so it doesn't
> block the rendermap camera from seeing the world.  Since rendermap travels
> texel-to-texel along the geometry, a high resolution image and smooth
> surface are really important.  I'd encourage you to use a NURBS sphere with
> view dependent smoothing for best results.  you set those in the sphere's
> geometry approximations PPG.  Try setting length/distance/angle values to
> less than 2 degrees and 0.5 units, activate view dependent subdivision
> smoothing, and make sure the min/max subdivision limits are increased
> beyond
> the default 1,3 (well, just the max.  shouldn't have to go beyond 6).  If
> you get sawtoothing at the poles or faceting artifacts in the resulting
> texture, then it means your smoothing parameters are not set correctly.
> The
> reason for using NURBS over polygons is the better interpolation of the
> shading normal between texels.  Rendermap is highly dependent on the
> shading
> normal orientation to determine what it's camera points at.  When pointing
> a
> camera into the outside world, even very tiny deviations in normal
> orientation can produce big errors in the result.  NURBS are infinitely
> smooth whereas polygons are only as smooth as they are subdivided - and
> even
> then approximations at best.
>
> Matt
>
>
>
>
> Date: Sat, 14 May 2016 17:33:32 +0200
> From: "Sven Constable" 
> Subject: RE: equirectangular uv
> To: 
>
> To fix distortion on the poles, XSI has a special mapping feature called
> 'implicit' (Clusters/?Texture Projection Def), but this is actually a
> mental
> ray feature and doesn't deal with UVs at all. So when exporting meshes you
> cannot use it, I think. I'm not familiar with Unity unfortunatly, maybe
> there is a similar feature for spherical projections not using UVs but
> instead a special projection method (perfect spherical) ?
>
> Otherwise, since a sphere always 

Re: Is there a well know workflow to have deformers drive/blendnicely with Syflex?

2016-05-12 Thread pedro santos
First time using Syflex, so after that fact clicked much simpler to get to
what I wanted, yes! Some wasted time on the way, though.

Cheers

On Thu, May 12, 2016 at 12:21 PM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> this was ...simple in the end ?
>
>
> On Thu, May 12, 2016 at 12:46 PM, pedro santos <probi...@gmail.com> wrote:
>
>> Just to conclude for any late readers. Constrains need some value in
>> distance so the weight map does. Until this clicked it was a bit annoying.
>> Going through the old operator documentation helped :)
>>
>> [image: Inline image 1]
>>
>> Cheers
>>
>> On Mon, May 9, 2016 at 3:17 PM, pedro santos <probi...@gmail.com> wrote:
>>
>>> @Olivier The interpolation I was looking for was more in terms of
>>> "influence" as a force and not of the point positions as I do that with the
>>> Delta Mush, but I'll give it another try on that front. Thanks.
>>>
>>> @Paul Will give that a stab as ICE one is stabbing me.
>>>
>>> Cheers
>>>
>>>
>>> On Mon, May 9, 2016 at 9:53 AM, <p...@bustykelp.com> wrote:
>>>
>>>> One thing I’d say about Syflex is that the original non ICE version,
>>>> produces far better results in general than the ICE one, especially when
>>>> using things like Pinning. Its a totally different and more complex /
>>>> interesting result.
>>>> Worth trying to see the difference anyway.
>>>>
>>>> *From:* Olivier Jeannel <facialdel...@gmail.com>
>>>> *Sent:* Monday, May 09, 2016 8:51 AM
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* Re: Is there a well know workflow to have deformers
>>>> drive/blendnicely with Syflex?
>>>>
>>>> A blend between positions ?
>>>> I think instead of using the exe out port of Syflex, you can dive
>>>> inside and output the point position.
>>>> Then blend (linear interpolate) between your "shape" point position
>>>> with a weightmap.
>>>> Not always ideal, because you usualy feels the "over the top"
>>>> deformation.
>>>> I sometimes used Mimic, but I had to fight with the stiff result.
>>>>
>>>> On Mon, May 9, 2016 at 8:53 AM, pedro santos <probi...@gmail.com>
>>>> wrote:
>>>>
>>>>> I like to build setups that are immediate, so I usually avoid
>>>>> simulation venues as they bring a processing overhead and visualization
>>>>> restriction (you have to build up from frame 0/1), but this time I 
>>>>> couldn't
>>>>> escape and I'm struggling to have to artistic direction with Syflex.
>>>>> So you have a reference of what I have in hands and accomplished so
>>>>> far: https://gfycat.com/WearyHappygoluckyAnole
>>>>>
>>>>> Issues:
>>>>> - I need to something like silk under water. I'm struggling to get the
>>>>> right mesh density/parameters/setup/forces for this and it seems whenever 
>>>>> I
>>>>> change Syflex to something it's closer to it I bring it to a halt.
>>>>> - It's not clear to me the best way to blend between deformers and
>>>>> cloth so everything before the Syflex ICE operator can drive the sim but
>>>>> also be changed by it:
>>>>> a) I tried Mimic to another mesh, but although I could even animate
>>>>> the weight map to have a transition the interpretation of the weight map
>>>>> values is too abrupt: I can only get some transition effect between around
>>>>> .01 and down, otherwise it will Mimic completely.
>>>>> b) I went with Pin instead but the weight map in this one doesn't even
>>>>> work. So it's just the cluster which is also quit abrupt but I like more
>>>>> the simulation in this one of the unaffected parts. If there's no
>>>>> simulation stack can use the object it"self" to as Pin input. Simulated 
>>>>> ICE
>>>>> tree also seems quite slower.
>>>>>
>>>>> I've read some threads but nothing conclusive, especially because it's
>>>>> a subject that requires lootttss of testing. So thank you for any insight.
>>>>>
>>>>> Cheers
>>>>> Pedro
>>>>>
>>>>>
>>>>> --
>>>>>
>>>>>
>>>

Re: Is there a well know workflow to have deformers drive/blendnicely with Syflex?

2016-05-12 Thread pedro santos
Just to conclude for any late readers. Constrains need some value in
distance so the weight map does. Until this clicked it was a bit annoying.
Going through the old operator documentation helped :)

[image: Inline image 1]

Cheers

On Mon, May 9, 2016 at 3:17 PM, pedro santos <probi...@gmail.com> wrote:

> @Olivier The interpolation I was looking for was more in terms of
> "influence" as a force and not of the point positions as I do that with the
> Delta Mush, but I'll give it another try on that front. Thanks.
>
> @Paul Will give that a stab as ICE one is stabbing me.
>
> Cheers
>
>
> On Mon, May 9, 2016 at 9:53 AM, <p...@bustykelp.com> wrote:
>
>> One thing I’d say about Syflex is that the original non ICE version,
>> produces far better results in general than the ICE one, especially when
>> using things like Pinning. Its a totally different and more complex /
>> interesting result.
>> Worth trying to see the difference anyway.
>>
>> *From:* Olivier Jeannel <facialdel...@gmail.com>
>> *Sent:* Monday, May 09, 2016 8:51 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Is there a well know workflow to have deformers
>> drive/blendnicely with Syflex?
>>
>> A blend between positions ?
>> I think instead of using the exe out port of Syflex, you can dive inside
>> and output the point position.
>> Then blend (linear interpolate) between your "shape" point position with
>> a weightmap.
>> Not always ideal, because you usualy feels the "over the top" deformation.
>> I sometimes used Mimic, but I had to fight with the stiff result.
>>
>> On Mon, May 9, 2016 at 8:53 AM, pedro santos <probi...@gmail.com> wrote:
>>
>>> I like to build setups that are immediate, so I usually avoid simulation
>>> venues as they bring a processing overhead and visualization restriction
>>> (you have to build up from frame 0/1), but this time I couldn't escape and
>>> I'm struggling to have to artistic direction with Syflex.
>>> So you have a reference of what I have in hands and accomplished so far:
>>> https://gfycat.com/WearyHappygoluckyAnole
>>>
>>> Issues:
>>> - I need to something like silk under water. I'm struggling to get the
>>> right mesh density/parameters/setup/forces for this and it seems whenever I
>>> change Syflex to something it's closer to it I bring it to a halt.
>>> - It's not clear to me the best way to blend between deformers and cloth
>>> so everything before the Syflex ICE operator can drive the sim but also be
>>> changed by it:
>>> a) I tried Mimic to another mesh, but although I could even animate the
>>> weight map to have a transition the interpretation of the weight map values
>>> is too abrupt: I can only get some transition effect between around .01 and
>>> down, otherwise it will Mimic completely.
>>> b) I went with Pin instead but the weight map in this one doesn't even
>>> work. So it's just the cluster which is also quit abrupt but I like more
>>> the simulation in this one of the unaffected parts. If there's no
>>> simulation stack can use the object it"self" to as Pin input. Simulated ICE
>>> tree also seems quite slower.
>>>
>>> I've read some threads but nothing conclusive, especially because it's a
>>> subject that requires lootttss of testing. So thank you for any insight.
>>>
>>> Cheers
>>> Pedro
>>>
>>>
>>> --
>>>
>>>
>>>
>>> * -- [image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
>>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
>>> <http://probiner.x10.mx/> *
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
> <http://probiner.x10.mx/>*
>



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Is there a well know workflow to have deformers drive/blend nicely with Syflex?

2016-05-09 Thread pedro santos
I like to build setups that are immediate, so I usually avoid simulation
venues as they bring a processing overhead and visualization restriction
(you have to build up from frame 0/1), but this time I couldn't escape and
I'm struggling to have to artistic direction with Syflex.
So you have a reference of what I have in hands and accomplished so far:
https://gfycat.com/WearyHappygoluckyAnole

Issues:
- I need to something like silk under water. I'm struggling to get the
right mesh density/parameters/setup/forces for this and it seems whenever I
change Syflex to something it's closer to it I bring it to a halt.
- It's not clear to me the best way to blend between deformers and cloth so
everything before the Syflex ICE operator can drive the sim but also be
changed by it:
a) I tried Mimic to another mesh, but although I could even animate the
weight map to have a transition the interpretation of the weight map values
is too abrupt: I can only get some transition effect between around .01 and
down, otherwise it will Mimic completely.
b) I went with Pin instead but the weight map in this one doesn't even
work. So it's just the cluster which is also quit abrupt but I like more
the simulation in this one of the unaffected parts. If there's no
simulation stack can use the object it"self" to as Pin input. Simulated ICE
tree also seems quite slower.

I've read some threads but nothing conclusive, especially because it's a
subject that requires lootttss of testing. So thank you for any insight.

Cheers
Pedro


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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-24 Thread pedro santos
It's paying off nicely! Thanks again! ✌

https://gfycat.com/CheeryEnviousKrill


On Sat, Apr 23, 2016 at 2:30 AM, pedro santos <probi...@gmail.com> wrote:

>  "if you're extremely smart and educated :D" =  "if you're *NOT*
> extremely smart and educated :D"
> lol
> Cheers
>
> On Sat, Apr 23, 2016 at 12:15 AM, pedro santos <probi...@gmail.com> wrote:
>
>> Matt
>> I'm guessing what triggered your response was the word "slow". Notice
>> that I was mentioning me as an instruction creator being slower with code
>> to get to what I wanted not execution performance wise as nodes give me
>> that super power: Do more mistakes faster which is helpful to path-find an
>> algorithm if you're extremely smart and educated :D. It also didn't help
>> the briefing was not crystal clear to me from the start so I invested time
>> on several fronts, that was quite rich experience even though time was
>> wasted. But next time I need them, I'll rename that to "investment" :)
>>
>> But at the moment the goals are clear and I nailed them with all the
>> inputs I received here too, so I'm thankful.
>> https://gfycat.com/FearfulRemorsefulAnaconda
>>
>> Like I said, I got that C++ course and will dive into it, but at the
>> moment I would not have produced anything meaningful for the task.
>>
>> Thanks again!
>>
>> Pedro
>>
>>
>>
>>
>>
>>
>>
>>
>> On Fri, Apr 22, 2016 at 11:29 PM, Matt Lind <speye...@hotmail.com> wrote:
>>
>>> UmI don't think your assessment is correct.
>>>
>>> The SDK is single threaded, but in this context ICE is too.  Past tests
>>> have
>>> shown that ICE performs ~30% slower than the SDK in single threaded tasks
>>> because of the additional overhead with nodes/tree evaluation.  If you
>>> can
>>> parallelize the task, then the game changes, but with all the issues
>>> you've
>>> run into, that's not likely to happen.
>>>
>>> You don't have to write the operator in C++.  Scripted operator will also
>>> work and be less hassle.  In fact, you could've been done with it
>>> already.
>>> If you have to deliver, the amount of time it takes to find the ICE
>>> workaround (and a reliable one) will exceed the amount of time it
>>> would've
>>> taken to write the operator using the standard SDK.
>>>
>>> do what you want.
>>>
>>>
>>> Matt
>>>
>>>
>>>
>>> Date: Fri, 22 Apr 2016 13:48:13 +0100
>>> From: pedro santos <probi...@gmail.com>
>>> Subject: Re: Distribute between knots? Know the percentage position of
>>> a knot?
>>> To: Softimage Mailing List <softimage@listproc.autodesk.com>
>>>
>>> Will do Matt, one day. Got that C++ plus course I referenced. Seems
>>> great.
>>> But now I have to deliver something x) I apologize if this is cringy for
>>> you!! Yes the bits you talk about are the most annoying for me, building
>>> the algorithms in straight up code is already a bit slower but the SDK
>>> part
>>> is going beyong solving the problem at hand many times, and these are
>>> usually handled for you with node. Hail nodes! :D I'll meet that C++
>>> bipolar madame soon :)
>>>
>>> Was able to re-purpose "Curve Distance to Curve U" from Dual Curve Deform
>>> by Antton Tapani, to make my dual curve conform along curve length.
>>>
>>> Thanks everyone (!) for the inputs, they were helpful as what was
>>> requested
>>> of me kept updating! Here's the result so far:
>>> https://app.box.com/s/tcvzwph4b0j2jf48yqcuscg08lt17gtq
>>>
>>> Cheers
>>> Pedro
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
>> <http://probiner.x10.mx/>*
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
> <http://probiner.x10.mx/>*
>



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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-22 Thread pedro santos
 "if you're extremely smart and educated :D" =  "if you're *NOT* extremely
smart and educated :D"
lol
Cheers

On Sat, Apr 23, 2016 at 12:15 AM, pedro santos <probi...@gmail.com> wrote:

> Matt
> I'm guessing what triggered your response was the word "slow". Notice that
> I was mentioning me as an instruction creator being slower with code to get
> to what I wanted not execution performance wise as nodes give me that super
> power: Do more mistakes faster which is helpful to path-find an algorithm
> if you're extremely smart and educated :D. It also didn't help the briefing
> was not crystal clear to me from the start so I invested time on several
> fronts, that was quite rich experience even though time was wasted. But
> next time I need them, I'll rename that to "investment" :)
>
> But at the moment the goals are clear and I nailed them with all the
> inputs I received here too, so I'm thankful.
> https://gfycat.com/FearfulRemorsefulAnaconda
>
> Like I said, I got that C++ course and will dive into it, but at the
> moment I would not have produced anything meaningful for the task.
>
> Thanks again!
>
> Pedro
>
>
>
>
>
>
>
>
> On Fri, Apr 22, 2016 at 11:29 PM, Matt Lind <speye...@hotmail.com> wrote:
>
>> UmI don't think your assessment is correct.
>>
>> The SDK is single threaded, but in this context ICE is too.  Past tests
>> have
>> shown that ICE performs ~30% slower than the SDK in single threaded tasks
>> because of the additional overhead with nodes/tree evaluation.  If you can
>> parallelize the task, then the game changes, but with all the issues
>> you've
>> run into, that's not likely to happen.
>>
>> You don't have to write the operator in C++.  Scripted operator will also
>> work and be less hassle.  In fact, you could've been done with it already.
>> If you have to deliver, the amount of time it takes to find the ICE
>> workaround (and a reliable one) will exceed the amount of time it would've
>> taken to write the operator using the standard SDK.
>>
>> do what you want.
>>
>>
>> Matt
>>
>>
>>
>> Date: Fri, 22 Apr 2016 13:48:13 +0100
>> From: pedro santos <probi...@gmail.com>
>> Subject: Re: Distribute between knots? Know the percentage position of
>> a knot?
>> To: Softimage Mailing List <softimage@listproc.autodesk.com>
>>
>> Will do Matt, one day. Got that C++ plus course I referenced. Seems great.
>> But now I have to deliver something x) I apologize if this is cringy for
>> you!! Yes the bits you talk about are the most annoying for me, building
>> the algorithms in straight up code is already a bit slower but the SDK
>> part
>> is going beyong solving the problem at hand many times, and these are
>> usually handled for you with node. Hail nodes! :D I'll meet that C++
>> bipolar madame soon :)
>>
>> Was able to re-purpose "Curve Distance to Curve U" from Dual Curve Deform
>> by Antton Tapani, to make my dual curve conform along curve length.
>>
>> Thanks everyone (!) for the inputs, they were helpful as what was
>> requested
>> of me kept updating! Here's the result so far:
>> https://app.box.com/s/tcvzwph4b0j2jf48yqcuscg08lt17gtq
>>
>> Cheers
>> Pedro
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
> <http://probiner.x10.mx/>*
>



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<http://probiner.x10.mx/>*
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-22 Thread pedro santos
Matt
I'm guessing what triggered your response was the word "slow". Notice that
I was mentioning me as an instruction creator being slower with code to get
to what I wanted not execution performance wise as nodes give me that super
power: Do more mistakes faster which is helpful to path-find an algorithm
if you're extremely smart and educated :D. It also didn't help the briefing
was not crystal clear to me from the start so I invested time on several
fronts, that was quite rich experience even though time was wasted. But
next time I need them, I'll rename that to "investment" :)

But at the moment the goals are clear and I nailed them with all the inputs
I received here too, so I'm thankful.
https://gfycat.com/FearfulRemorsefulAnaconda

Like I said, I got that C++ course and will dive into it, but at the moment
I would not have produced anything meaningful for the task.

Thanks again!

Pedro








On Fri, Apr 22, 2016 at 11:29 PM, Matt Lind <speye...@hotmail.com> wrote:

> UmI don't think your assessment is correct.
>
> The SDK is single threaded, but in this context ICE is too.  Past tests
> have
> shown that ICE performs ~30% slower than the SDK in single threaded tasks
> because of the additional overhead with nodes/tree evaluation.  If you can
> parallelize the task, then the game changes, but with all the issues you've
> run into, that's not likely to happen.
>
> You don't have to write the operator in C++.  Scripted operator will also
> work and be less hassle.  In fact, you could've been done with it already.
> If you have to deliver, the amount of time it takes to find the ICE
> workaround (and a reliable one) will exceed the amount of time it would've
> taken to write the operator using the standard SDK.
>
> do what you want.
>
>
> Matt
>
>
>
> Date: Fri, 22 Apr 2016 13:48:13 +0100
> From: pedro santos <probi...@gmail.com>
> Subject: Re: Distribute between knots? Know the percentage position of
> a knot?
> To: Softimage Mailing List <softimage@listproc.autodesk.com>
>
> Will do Matt, one day. Got that C++ plus course I referenced. Seems great.
> But now I have to deliver something x) I apologize if this is cringy for
> you!! Yes the bits you talk about are the most annoying for me, building
> the algorithms in straight up code is already a bit slower but the SDK part
> is going beyong solving the problem at hand many times, and these are
> usually handled for you with node. Hail nodes! :D I'll meet that C++
> bipolar madame soon :)
>
> Was able to re-purpose "Curve Distance to Curve U" from Dual Curve Deform
> by Antton Tapani, to make my dual curve conform along curve length.
>
> Thanks everyone (!) for the inputs, they were helpful as what was requested
> of me kept updating! Here's the result so far:
> https://app.box.com/s/tcvzwph4b0j2jf48yqcuscg08lt17gtq
>
> Cheers
> Pedro
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
<http://probiner.x10.mx/>*
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-22 Thread pedro santos
Will do Matt, one day. Got that C++ plus course I referenced. Seems great.
But now I have to deliver something x) I apologize if this is cringy for
you!! Yes the bits you talk about are the most annoying for me, building
the algorithms in straight up code is already a bit slower but the SDK part
is going beyong solving the problem at hand many times, and these are
usually handled for you with node. Hail nodes! :D I'll meet that C++
bipolar madame soon :)

Was able to re-purpose "Curve Distance to Curve U" from Dual Curve Deform
by Antton Tapani, to make my dual curve conform along curve length.

Thanks everyone (!) for the inputs, they were helpful as what was requested
of me kept updating! Here's the result so far:
https://app.box.com/s/tcvzwph4b0j2jf48yqcuscg08lt17gtq

Cheers
Pedro
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-21 Thread pedro santos
Ended up having quite the fun with Variable FK too.
https://gfycat.com/AgileInsidiousGrebe


But now I have a different problem and I need actually Path Percentage
constrain x) But, there's no percentage curve constrain via ICE. It seems
that I have to calculate it with repeat node like I've see in other
compounds so they add distances of samples until they get the desired
distance. I'm guessing this is what Cesar was talking about. But that slows
down performance.
Unfortunately ICE also seems flaky to update some parameters, basically I
solve all the Path% in a solver null and at each constrained null I get the
correct value from the array and set it on "self.object.kine.pathcns.perc".
But it seems that only if I inspect the values it "refreshes and works :/ I
guess this is the construction bit Matt was talking about. I'll try to
change the order of things.

But there's no known good performance constrain to path curve lenght wise,
right?

Thanks




On Mon, Apr 18, 2016 at 9:56 PM, pedro santos <probi...@gmail.com> wrote:

> Does XSI allow one to have an IK solve with any arbitrary chain of
> objects, or skeletons are the only way?
>
> Thanks
>
> @Olivier the only odd thing is the scaling the rest is just two curves
> deformed doing a surface strip and deformers constrained on them.
>
> Cheers
>



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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-18 Thread pedro santos
Does XSI allow one to have an IK solve with any arbitrary chain of objects,
or skeletons are the only way?

Thanks

@Olivier the only odd thing is the scaling the rest is just two curves
deformed doing a surface strip and deformers constrained on them.

Cheers
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-18 Thread pedro santos
Thanks, Nuno.

On Mon, Apr 18, 2016 at 2:37 PM, Nuno Conceicao <nunoalexconcei...@gmail.com
> wrote:

> This looks really nice!
>
>
> On Mon, Apr 18, 2016 at 2:08 PM, pedro santos <probi...@gmail.com> wrote:
>
>>
>>
>>
>> *Hey Matt.Thanks for the extended explanation and insight! I'll tinker
>> with your expression and see what I develop with it. My C++ skills though
>> at the moment are none. So I'll have to invest in that in the future. This
>> seems like a good place to start *
>> https://www.udemy.com/unrealcourse/?pmtag=1c144738-b28d-4cdc-ae62-3d96a002386a
>> * :) *
>>
>> I had completely forgotten about UV to location, thanks for the heads-up
>> about its issues!
>>
>>
>>
>> I do have to admit a mistake here. I was only playing with Constrain to
>> Curve (Path) not (Param). The latter does not have the constrained object
>> sliding around the relative length, so I can work with it!
>> One issue with Curve constrain is the Up-Vector is not great. So I went
>> with two parallel lofted curves and Constrain to Surface which give me a
>> good sense of orientation: http://i.imgur.com/QukQbIC.png even though
>> the tangent is not as good as the curve constrain. Only used ICE to get the
>> Scale from the CPS to the deformers.
>>
>>
>>
>>
>> This chain will have multiple purposes for me from tail to tentacle
>> Though the only thing I'm missing is an IK/FK switch solution that allows
>> me to pose in IK and switch/bake keys into FK. I guess I'll just go with FK
>> for now.
>>
>> Thanks!
>> Pedro
>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
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> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
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>



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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-18 Thread pedro santos
*Hey Matt.Thanks for the extended explanation and insight! I'll tinker with
your expression and see what I develop with it. My C++ skills though at the
moment are none. So I'll have to invest in that in the future. This seems
like a good place to start *
https://www.udemy.com/unrealcourse/?pmtag=1c144738-b28d-4cdc-ae62-3d96a002386a
* :) *

I had completely forgotten about UV to location, thanks for the heads-up
about its issues!



I do have to admit a mistake here. I was only playing with Constrain to
Curve (Path) not (Param). The latter does not have the constrained object
sliding around the relative length, so I can work with it!
One issue with Curve constrain is the Up-Vector is not great. So I went
with two parallel lofted curves and Constrain to Surface which give me a
good sense of orientation: http://i.imgur.com/QukQbIC.png even though the
tangent is not as good as the curve constrain. Only used ICE to get the
Scale from the CPS to the deformers.




This chain will have multiple purposes for me from tail to tentacle
Though the only thing I'm missing is an IK/FK switch solution that allows
me to pose in IK and switch/bake keys into FK. I guess I'll just go with FK
for now.

Thanks!
Pedro
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-14 Thread pedro santos
Yeah I probably should have mentioned what I was after.

- Have a fk chain if controllers with all SRT transformations and
accordingly mesh deformation.
- Not having the  mesh passing strictly by the controlers (interpolated)

null chain
  └ envelope deform a curve
  └ curve deform the mesh.

While curve deform is super smooth is not very flexilble and it's missing
some transforms. So I wanted to have a chain of deformers doing the
deformation instead.

I was indicated Spline Kine in Gear_mc and it does produce interesting
results, but it's interpolated and if you place a Spine Kine under a your
rig LSRT controller it won't scale properly.

But with 2 other sets of nulls, constraints and shady ICE hackery to fix
the scaling issue I managed to get something that looks like I needed.

http://screencast.com/t/lPPEx5bZGM

It won't be as smooth as the curve deform, but its a ok'ish compromise. I
wish it was easier to setup though x)
http://i.imgur.com/f5ZXovk.png
yellow: the spinekine input
cyan: spinekine output: scales weirdly on the X axis.
orange: 2P constrains of the yellows so the curve looks more approximated.
Chain controllers.
rainbow: deoformers picking up cyan's positon and orientation but using ICE
hacker to pick scaling from orange.


Yup Cesar, I'm probably confusing stuff, complicating and I guess you would
have a cleaner and easier to setup solution. :P


By the way, while one can't deform by cluster center on knots, but, it can
constrain objects to cluster knots. Being the up-vector the usual tricky
business ;)


Sorry for the lengthy post.
Cheers

On Wed, Apr 13, 2016 at 3:08 PM, Olivier Jeannel 
wrote:

> Hey Pedro,
> Not sure I understand what you are after, but to bounce on Cesar (^^)
> there's a fit bezier node in ice, and also Bradley - master -Gabe explain
> how to build your own.
>
> https://vimeo.com/11016782
> https://vimeo.com/11079196
>
>
> On Wed, Apr 13, 2016 at 2:52 PM, Cesar Saez  wrote:
>
>> Hi,
>>
>> I think you are mixing up the U coordinate, also known as the "time" of
>> the cubic equation (or whatever you choose to go with) used under the hood,
>> with a linearly distributed points on a curve (basically a post process
>> done after the initial interpolation, length based instead of "time" based).
>>
>> So, if you want to get "percentages" based on the length you will have to
>> calculate it yourself on top of the existing interpolation given by
>> softimage curves, You basically take the full length, divide it in discrete
>> segments generating samples (corresponding to a known percentage) and remap
>> U values linear interpolating to the closest sample point, the more samples
>> the more precise the results will be (this is common practice, even
>> softimage uses internally an approximated approach to get the length of
>> curves by adding discrete segments).
>>
>> I think there's a linearly interpolated bezier compound in the examples
>> that can be used as inspiration of how to go about it (or was in rray.de?).
>> Although depending on the use case a custom node might provide a more
>> performant solution.
>>
>> Cheers!
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
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>



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Distribute between knots? Know the percentage position of a knot?

2016-04-12 Thread pedro santos
Hi
How can I distribute deformers along a curve not by the total curve
percentage, but in between-knot percentage? This because when I stretch a
part of the curve I don't want all the deformers to be re-distributed, but
only the ones where where the curve length between their bounding knots
have changed. An using Curve Constrain uses the whole curve lenght.

Null constrained at 20% on a curve.
Below the duplicate of the setup but the curve was deform in such what the
null even passed the knot.
[image: Inline image 3]

In Green is the ICE attribute "PointU" which I thought it would give me
somethig I could work with but no...
No matter how I deform the curve that PointU is always the same. And
apparently there's no KnotU. If there were I guess I could work out
something with the bounding knots :/

[image: Inline image 4]

Basically I want to keep working with approximated curves, since it will be
used for deformation afterwards and splines aren't as smooth, but I see no
what to solve things in each section of the curve.

Let me know if there's a way I at least can Access the Knots' U or Position
:/

Thanks!
Pedro





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Re: Goodbyes (was this is the end...)

2016-04-09 Thread pedro santos
Suggestions sent :)

As for always being reachable, really depends on each person. Chats can be
very helpful but also a lot of distraction :)
I've been meddling with slacker for procedural things in general and for
Houdini in particular. People are welcome:
http://join-proceduraldojo.herokuapp.com
If you would like to know more about slack from an admin perspective join
Unreal's slack and ask Nick the admin there. He's a kind guy that gave me a
nice insight onto the platform! http://unrealslackers.herokuapp.com

Good luck :)

On Fri, Apr 8, 2016 at 7:57 PM, Mirko Jankovic <mirkoj.anima...@gmail.com>
wrote:

> Yes definitely feel free to request for adding them. We started with one
> list added already ton of them so feel free to request for more if we
> missed something.
> Best way is on email on contact page.
>
> We also have some new things planned, one of bigger is chat as well. I
> know that there is already ton of chat programs and everything but figured
> if someone need freelancer fast there is no faster way then to find him see
> he is online and say hello right there. Also freelancers that are really
> looking for work wont mind having one  page more opened and being available
> right? :)
>
> On Fri, Apr 8, 2016 at 7:37 PM, pedro santos <probi...@gmail.com> wrote:
>
>> Hey Mirko
>> Joined :)
>> I would suggest some softwares to add (unless you can add whatever, I
>> didn't seem to be able to do it). Let me know where's the best channel to
>> do that.
>> Good luck with the website.
>> Cheers
>>
>> On Fri, Apr 8, 2016 at 5:21 PM, Mirko Jankovic <mirkoj.anima...@gmail.com
>> > wrote:
>>
>>> Hey Pedro!
>>> Well we finaly finished that new page I was talking about
>>> It is at www.cgfolio.com
>>> Does the hob of trello but much much better!
>>> That is why we are closing trello board and moving there. So hope to see
>>> you as well :)
>>> Let em know of you have any other questions
>>>
>>> On Fri, Apr 8, 2016 at 6:10 PM, pedro santos <probi...@gmail.com> wrote:
>>>
>>>> Hey Mirko
>>>> I had the email service I used to join Trello down for two weeks and
>>>> now I see many emails where I'm mentioned in Trello cards. I'll be honest I
>>>> joined but didn't grasp it. I see the last message is saying you're closing
>>>> the page. So it's to be disregarded completely, right?
>>>>
>>>> Thanks
>>>>
>>>> On Fri, Apr 1, 2016 at 9:25 AM, Morten Bartholdy <x...@colorshopvfx.dk>
>>>> wrote:
>>>>
>>>>> Excellent idea and good work Mirko and Peter :)
>>>>> I can see this becoming very useful.
>>>>>
>>>>> One suggestion - it might have been a good idea to start a new thread
>>>>> for this
>>>>> for searchability.
>>>>>
>>>>>
>>>>> Cheers
>>>>> Morten
>>>>>
>>>>>
>>>>>
>>>>> > Den 29. marts 2016 klokken 20:14 skrev Mirko Jankovic
>>>>> > <mirkoj.anima...@gmail.com>:
>>>>> >
>>>>> >
>>>>> > Hey guys,
>>>>> >
>>>>> > Couple weeks ago I shared trello board for people to create their
>>>>> short
>>>>> > cards with contact info and portfolio.
>>>>> > As mentioned it was getting harder to find Softimage people this was
>>>>> fast
>>>>> > simple way to go and see fast who is available.
>>>>> >
>>>>> > As trello was temporary solution and after some work new page is
>>>>> ready.
>>>>> > It is a bit extended edition of course but still offers same fast
>>>>> search
>>>>> > into freelance data base.
>>>>> > Go in find who do you need and contact. The rest is all up to you.
>>>>> > But without freelancers that has no meaning at all ofc so I will use
>>>>> this
>>>>> > post as invite for guys to come check and join.
>>>>> > And also anyone that is looking  for help on project, and don;t have
>>>>> time
>>>>> > nor will to post on job boards, wait a week or two for posts, then
>>>>> spend
>>>>> > another week or two going over all applications...
>>>>> > Here is fast and simple way to filter out freelancers find exactly
>>>>> who you
>>>>> > need and get in contact as fast 

Re: Goodbyes (was this is the end...)

2016-04-08 Thread pedro santos
Hey Mirko
Joined :)
I would suggest some softwares to add (unless you can add whatever, I
didn't seem to be able to do it). Let me know where's the best channel to
do that.
Good luck with the website.
Cheers

On Fri, Apr 8, 2016 at 5:21 PM, Mirko Jankovic <mirkoj.anima...@gmail.com>
wrote:

> Hey Pedro!
> Well we finaly finished that new page I was talking about
> It is at www.cgfolio.com
> Does the hob of trello but much much better!
> That is why we are closing trello board and moving there. So hope to see
> you as well :)
> Let em know of you have any other questions
>
> On Fri, Apr 8, 2016 at 6:10 PM, pedro santos <probi...@gmail.com> wrote:
>
>> Hey Mirko
>> I had the email service I used to join Trello down for two weeks and now
>> I see many emails where I'm mentioned in Trello cards. I'll be honest I
>> joined but didn't grasp it. I see the last message is saying you're closing
>> the page. So it's to be disregarded completely, right?
>>
>> Thanks
>>
>> On Fri, Apr 1, 2016 at 9:25 AM, Morten Bartholdy <x...@colorshopvfx.dk>
>> wrote:
>>
>>> Excellent idea and good work Mirko and Peter :)
>>> I can see this becoming very useful.
>>>
>>> One suggestion - it might have been a good idea to start a new thread
>>> for this
>>> for searchability.
>>>
>>>
>>> Cheers
>>> Morten
>>>
>>>
>>>
>>> > Den 29. marts 2016 klokken 20:14 skrev Mirko Jankovic
>>> > <mirkoj.anima...@gmail.com>:
>>> >
>>> >
>>> > Hey guys,
>>> >
>>> > Couple weeks ago I shared trello board for people to create their short
>>> > cards with contact info and portfolio.
>>> > As mentioned it was getting harder to find Softimage people this was
>>> fast
>>> > simple way to go and see fast who is available.
>>> >
>>> > As trello was temporary solution and after some work new page is ready.
>>> > It is a bit extended edition of course but still offers same fast
>>> search
>>> > into freelance data base.
>>> > Go in find who do you need and contact. The rest is all up to you.
>>> > But without freelancers that has no meaning at all ofc so I will use
>>> this
>>> > post as invite for guys to come check and join.
>>> > And also anyone that is looking  for help on project, and don;t have
>>> time
>>> > nor will to post on job boards, wait a week or two for posts, then
>>> spend
>>> > another week or two going over all applications...
>>> > Here is fast and simple way to filter out freelancers find exactly who
>>> you
>>> > need and get in contact as fast as possible.
>>> >
>>> > So anyone is interested check out new http://www.cgfolio.com/
>>> >
>>> > Always happy to receive critics and ideas for updates and improvements
>>> on
>>> > the page as after all it is ther eto help all of us in those deadline
>>> over
>>> > the head days... and nights :)
>>> > Hope it will help people to get contact for jobs and help others
>>> looking
>>> > for help to find right guys for the task at hand.
>>> >
>>> > Cheers!
>>> > Mirko
>>> >
>>> > On Fri, Mar 18, 2016 at 10:52 PM, pedro santos <probi...@gmail.com>
>>> wrote:
>>> >
>>> > > By the way Sven, found a problem with the compoud, but fixed it.
>>> > > http://www.si-community.com/community/viewtopic.php?p=54127#p54127
>>> > > Cheers
>>> > >
>>> > > On Wed, Mar 9, 2016 at 8:23 PM, Byron Nash <byronn...@gmail.com>
>>> wrote:
>>> > >
>>> > >> I echo many of the thank you's expressed here. Without the
>>> expertise of
>>> > >> this list I would have never completed many of the jobs I have
>>> encountered
>>> > >> in my career. I especially cherish the times getting to meet many
>>> of you at
>>> > >> Matt's dinners at SIGGRAPH. Those are some of the best times in my
>>> career.
>>> > >> I know you all will go onto success in whatever direction you head.
>>> > >> Softie's are a special breed and not to be underestimated! I don't
>>> get a
>>> > >> chance to crack open Softimage much anymore and 3D just isn't the
>>> same.
>>> > >>
>>> > >&g

Re: Goodbyes (was this is the end...)

2016-04-08 Thread pedro santos
Hey Mirko
I had the email service I used to join Trello down for two weeks and now I
see many emails where I'm mentioned in Trello cards. I'll be honest I
joined but didn't grasp it. I see the last message is saying you're closing
the page. So it's to be disregarded completely, right?

Thanks

On Fri, Apr 1, 2016 at 9:25 AM, Morten Bartholdy <x...@colorshopvfx.dk>
wrote:

> Excellent idea and good work Mirko and Peter :)
> I can see this becoming very useful.
>
> One suggestion - it might have been a good idea to start a new thread for
> this
> for searchability.
>
>
> Cheers
> Morten
>
>
>
> > Den 29. marts 2016 klokken 20:14 skrev Mirko Jankovic
> > <mirkoj.anima...@gmail.com>:
> >
> >
> > Hey guys,
> >
> > Couple weeks ago I shared trello board for people to create their short
> > cards with contact info and portfolio.
> > As mentioned it was getting harder to find Softimage people this was fast
> > simple way to go and see fast who is available.
> >
> > As trello was temporary solution and after some work new page is ready.
> > It is a bit extended edition of course but still offers same fast search
> > into freelance data base.
> > Go in find who do you need and contact. The rest is all up to you.
> > But without freelancers that has no meaning at all ofc so I will use this
> > post as invite for guys to come check and join.
> > And also anyone that is looking  for help on project, and don;t have time
> > nor will to post on job boards, wait a week or two for posts, then spend
> > another week or two going over all applications...
> > Here is fast and simple way to filter out freelancers find exactly who
> you
> > need and get in contact as fast as possible.
> >
> > So anyone is interested check out new http://www.cgfolio.com/
> >
> > Always happy to receive critics and ideas for updates and improvements on
> > the page as after all it is ther eto help all of us in those deadline
> over
> > the head days... and nights :)
> > Hope it will help people to get contact for jobs and help others looking
> > for help to find right guys for the task at hand.
> >
> > Cheers!
> > Mirko
> >
> > On Fri, Mar 18, 2016 at 10:52 PM, pedro santos <probi...@gmail.com>
> wrote:
> >
> > > By the way Sven, found a problem with the compoud, but fixed it.
> > > http://www.si-community.com/community/viewtopic.php?p=54127#p54127
> > > Cheers
> > >
> > > On Wed, Mar 9, 2016 at 8:23 PM, Byron Nash <byronn...@gmail.com>
> wrote:
> > >
> > >> I echo many of the thank you's expressed here. Without the expertise
> of
> > >> this list I would have never completed many of the jobs I have
> encountered
> > >> in my career. I especially cherish the times getting to meet many of
> you at
> > >> Matt's dinners at SIGGRAPH. Those are some of the best times in my
> career.
> > >> I know you all will go onto success in whatever direction you head.
> > >> Softie's are a special breed and not to be underestimated! I don't
> get a
> > >> chance to crack open Softimage much anymore and 3D just isn't the
> same.
> > >>
> > >> Godspeed all.
> > >>
> > >> On Thu, Feb 25, 2016 at 1:21 PM, John Payne <johnwadepa...@gmail.com>
> > >> wrote:
> > >>
> > >>> Just checked the list after a hiatus.  A big thanks and round of
> > >>> applause to Mr Gabe, Eric Mootz, Guillame, Anto Matkovic, Jonah
> Friedman,
> > >>> Thiago, Helge Mathee,
> > >>> Eric Thivierge, Nika Ragua, Stephen Blair, Alan Fregtman, Andy
> Moorer,
> > >>> Fabricio Chamon, Julian Johnson, Ciaran Moloney, Todd Akita, Paul
> Smith
> > >>> and all the other folks who have posted tutorials, answered a
> question
> > >>> on the list, created ICE compounds, shaders, addons and plugins or
> > >>> administered a web site.
> > >>> I know I've left out some names here so please forgive me.
> > >>> I've had the pleasure of working with some of you in NYC and wanted
> to
> > >>> say that all the extra time you guys put into this work, most of it
> unpaid
> > >>> and on top of the
> > >>> punishing hours this industry demands, is appreciated by me and I'm
> sure
> > >>> everyone on the list.
> > >>> I could not have accomplished most of the shots on my reel without
> your
> > >>> efforts and It's allowed me to get

Re: Using viewport stats will slow down interaction speed

2016-03-19 Thread pedro santos
Mentioned by rray:
http://www.si-community.com/community/viewtopic.php?p=53855=852995c5a7dfdf839a7d133f20236f55#p53855

On Fri, Mar 18, 2016 at 10:32 PM, Sven Constable 
wrote:

> Hello list,
>
> I just discovered an issue when using viewport stats. Playback speed isn't
> affected but interaction speed is greatly reduced when using the viewport
> stats. It came to my attention when I was comparing video cards with
> benchmark scenes in XSI. A scene runs smooth in Softimage2011 an lagged as
> hell in 2015. I tested on two machines with the same result. It happens
> when
> 'Show Polymesh Polygons Info' is activated, which was introduced in version
> 2015.
> I tested on two machines with the same result.
> Don't think it's a gaming vs quadro thing but can anyone confirm this with
> a
> quadro?
>
> cheers,
> sven
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Goodbyes (was this is the end...)

2016-03-18 Thread pedro santos
By the way Sven, found a problem with the compoud, but fixed it.
http://www.si-community.com/community/viewtopic.php?p=54127#p54127
Cheers

On Wed, Mar 9, 2016 at 8:23 PM, Byron Nash <byronn...@gmail.com> wrote:

> I echo many of the thank you's expressed here. Without the expertise of
> this list I would have never completed many of the jobs I have encountered
> in my career. I especially cherish the times getting to meet many of you at
> Matt's dinners at SIGGRAPH. Those are some of the best times in my career.
> I know you all will go onto success in whatever direction you head.
> Softie's are a special breed and not to be underestimated! I don't get a
> chance to crack open Softimage much anymore and 3D just isn't the same.
>
> Godspeed all.
>
> On Thu, Feb 25, 2016 at 1:21 PM, John Payne <johnwadepa...@gmail.com>
> wrote:
>
>> Just checked the list after a hiatus.  A big thanks and round of applause
>> to Mr Gabe, Eric Mootz, Guillame, Anto Matkovic, Jonah Friedman, Thiago,
>> Helge Mathee,
>> Eric Thivierge, Nika Ragua, Stephen Blair, Alan Fregtman, Andy Moorer,
>> Fabricio Chamon, Julian Johnson, Ciaran Moloney, Todd Akita, Paul Smith
>> and all the other folks who have posted tutorials, answered a question on
>> the list, created ICE compounds, shaders, addons and plugins or
>> administered a web site.
>> I know I've left out some names here so please forgive me.
>> I've had the pleasure of working with some of you in NYC and wanted to
>> say that all the extra time you guys put into this work, most of it unpaid
>> and on top of the
>> punishing hours this industry demands, is appreciated by me and I'm sure
>> everyone on the list.
>> I could not have accomplished most of the shots on my reel without your
>> efforts and It's allowed me to get home (sometimes) at a decent hour to see
>> my family.
>>
>> Cheers!
>>
>>
>> On Sun, Feb 21, 2016 at 11:57 AM, Andrew Prostrelov <prostre...@gmail.com
>> > wrote:
>>
>>> still use XSI and dig through api
>>>
>>> 2016-02-20 0:51 GMT+03:00 Mirko Jankovic <mirkoj.anima...@gmail.com>:
>>>
>>>> would take gulag before maya any time!
>>>>
>>>> On Fri, Feb 19, 2016 at 10:48 PM, Sven Constable <
>>>> sixsi_l...@imagefront.de> wrote:
>>>>
>>>>> Amazing. Thank you!
>>>>>
>>>>> I was wrong about the 6 month maya punishment. Don't be too scared.
>>>>> It's actually only 3 month maya or *6 month in a russian gulag*.
>>>>>
>>>>>
>>>>>
>>>>> all the best :)
>>>>>
>>>>> sven
>>>>>
>>>>>
>>>>>
>>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *pedro santos
>>>>> *Sent:* Friday, February 19, 2016 10:15 PM
>>>>>
>>>>> *To:* Softimage Mailing List
>>>>> *Subject:* Re: Goodbyes (was this is the end...)
>>>>>
>>>>>
>>>>>
>>>>> Hey Sven.
>>>>> Yeah, I didn't use my french canadian there, eheh.
>>>>> Video is downloadable now.
>>>>>
>>>>> Cheers
>>>>>
>>>>>
>>>>>
>>>>> On Fri, Feb 19, 2016 at 1:53 PM, Sven Constable <
>>>>> sixsi_l...@imagefront.de> wrote:
>>>>>
>>>>> Very useful. Could you also make the video downloadable, for future
>>>>> reference?
>>>>>
>>>>> And dude, you pronounced Softimage wrong! This will prosecuted with at
>>>>> least 6 month in Maya. ;)
>>>>>
>>>>>
>>>>>
>>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *pedro santos
>>>>> *Sent:* Friday, February 19, 2016 2:11 PM
>>>>> *To:* Softimage Mailing List
>>>>> *Subject:* Re: Goodbyes (was this is the end...)
>>>>>
>>>>>
>>>>>
>>>>> Always go out with a BANG right? :D
>>>>>
>>>>> https://vimeo.com/155962323
>>>>>
>>>>> Cheers
>>>>>
>>>>>
>>>>>
>>>>> On Fri, Feb 19, 2016 at 11:37 AM, Laurence Dodd <laure...@porkpie.tv>
>>>>> wrote:
>>>>>
>>>>> That look

Re: polygon area sum for normalizing texel density

2016-03-14 Thread pedro santos
I made a compound weeks ago to deal with Unit UVs, decided to add Scale by
Area to sort of address this:
https://app.box.com/s/ktbzlozzx5ynzmk2yxmp2kk9vbla2hnv
Vid: http://screencast.com/t/1ZbyqVTRU9

See if interests you.
Cheers

On Mon, Mar 14, 2016 at 6:04 PM, Fabian Schnuer Gohde 
wrote:

> Hi,
> I'm setting up some texture baking and before re-inventing the wheel (and
> I'm running out of time on this project) I was wondering if there is a
> quick way (or if someone has a snippet of code) to quickly calculate the
> area of polygons in a mesh to set up the map resolution accordingly.
> Unwrapping will be via UniqueUVs. just need an even texel density accross
> all objects.
>
> Thank you,
> Fabian
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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Re: 1 texture per polygon

2016-03-03 Thread pedro santos
It was useful for myself today too :D ehehe

On Mon, Feb 29, 2016 at 1:02 AM, Jason S <jasonsta...@gmail.com> wrote:

> On 02/26/16 11:27, Olivier Jeannel wrote:
>
> Woa ! Super tool !
>
>
> SuperCoolTool indeed !
>  Thanks!
>
> On Fri, Feb 26, 2016 at 5:20 PM, pedro santos <probi...@gmail.com> wrote:
>
>> Try this one :)
>>
>> Compound: https://app.box.com/s/ktbzlozzx5ynzmk2yxmp2kk9vbla2hnv
>> Quick Video: https://app.box.com/s/b1f1lf5ze4jbr5ahtk3gxs59542cvruc
>>
>> Cheers
>>
>> On Fri, Feb 26, 2016 at 10:10 AM, Olivier Jeannel <facialdel...@gmail.com
>> > wrote:
>>
>>> And the compound made possible with the generous help from pedro santos
>>> :)
>>>
>>> It's pretty straight forward, works with quads only.
>>> It can produce crossed quads in the uv if the polymesh has its vertexid
>>> changed. Works better with a fresh extrated polymesh.
>>> It is more for learning purpose I'd say...
>>>
>>>
>>> On Fri, Feb 26, 2016 at 11:05 AM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
>>>> [image: Inline image 1]
>>>>
>>>> On Fri, Feb 26, 2016 at 10:39 AM, Olivier Jeannel <
>>>> facialdel...@gmail.com> wrote:
>>>>
>>>>> Let me know if you need it.
>>>>>
>>>>> On Thu, Feb 25, 2016 at 10:16 PM, Jason S <jasonsta...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>>
>>>>>> This script can be useful for having one image file per UV which can
>>>>>> also have it's benefits,
>>>>>> as you can have an arbitrary and easy to setup image sequence of
>>>>>> images which each UV can pick from, which can also be easier to manage 
>>>>>> and
>>>>>> replace sources than having generate one big source image file, but I 
>>>>>> guess
>>>>>> it can depend on the end goal.
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
>>>>>> facialdel...@gmail.com> wrote:
>>>>>>
>>>>>>> I solved the UV with a python script (attached) from  Piotrek
>>>>>>> Marczak. Wish I could do it in ICE...
>>>>>>> Now I'm fighting to have one picture per polygon index :/
>>>>>>> If someone has something
>>>>>>>
>>>>>>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos <probi...@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>>>>>>>
>>>>>>>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos <probi...@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Hmmm I've done that the other day, but in LightWave... ahaha
>>>>>>>>>
>>>>>>>>> I basically transformed the UV coordinates per polygon based on
>>>>>>>>> it's index to fit a grid of images. insteading of having separate 
>>>>>>>>> image
>>>>>>>>> files.. Can you do it in ICE... dunno, never tried it x)
>>>>>>>>>
>>>>>>>>> Good luck
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
>>>>>>>>> facialdel...@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> Hi there,
>>>>>>>>>>
>>>>>>>>>> Imagine I have a collection of 100 pictures, numbered from 0 to
>>>>>>>>>> 99.
>>>>>>>>>> I'd like to have one picture applied per polygon of a polymesh.
>>>>>>>>>> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes 
>>>>>>>>>> to
>>>>>>>>>> polygon2, )
>>>>>>>>>> - How do I set the UVs ?
>>>>>>>>>> - How do I tell the Shader to pick one image according to the
>>>>>>>>>> Polygon ID ?
>>>>>>>>>>
>>>>>>>>>> I can do it with partic

Re: 1 texture per polygon

2016-02-26 Thread pedro santos
Try this one :)

Compound: https://app.box.com/s/ktbzlozzx5ynzmk2yxmp2kk9vbla2hnv
Quick Video: https://app.box.com/s/b1f1lf5ze4jbr5ahtk3gxs59542cvruc

Cheers

On Fri, Feb 26, 2016 at 10:10 AM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> And the compound made possible with the generous help from pedro santos :)
>
> It's pretty straight forward, works with quads only.
> It can produce crossed quads in the uv if the polymesh has its vertexid
> changed. Works better with a fresh extrated polymesh.
> It is more for learning purpose I'd say...
>
>
> On Fri, Feb 26, 2016 at 11:05 AM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> [image: Inline image 1]
>>
>> On Fri, Feb 26, 2016 at 10:39 AM, Olivier Jeannel <facialdel...@gmail.com
>> > wrote:
>>
>>> Let me know if you need it.
>>>
>>> On Thu, Feb 25, 2016 at 10:16 PM, Jason S <jasonsta...@gmail.com> wrote:
>>>
>>>>
>>>> This script can be useful for having one image file per UV which can
>>>> also have it's benefits,
>>>> as you can have an arbitrary and easy to setup image sequence of images
>>>> which each UV can pick from, which can also be easier to manage and replace
>>>> sources than having generate one big source image file, but I guess it can
>>>> depend on the end goal.
>>>>
>>>>
>>>>
>>>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
>>>> facialdel...@gmail.com> wrote:
>>>>
>>>>> I solved the UV with a python script (attached) from  Piotrek Marczak.
>>>>> Wish I could do it in ICE...
>>>>> Now I'm fighting to have one picture per polygon index :/
>>>>> If someone has something
>>>>>
>>>>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos <probi...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>>>>>
>>>>>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos <probi...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Hmmm I've done that the other day, but in LightWave... ahaha
>>>>>>>
>>>>>>> I basically transformed the UV coordinates per polygon based on it's
>>>>>>> index to fit a grid of images. insteading of having separate image 
>>>>>>> files..
>>>>>>> Can you do it in ICE... dunno, never tried it x)
>>>>>>>
>>>>>>> Good luck
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
>>>>>>> facialdel...@gmail.com> wrote:
>>>>>>>
>>>>>>>> Hi there,
>>>>>>>>
>>>>>>>> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
>>>>>>>> I'd like to have one picture applied per polygon of a polymesh.
>>>>>>>> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes to
>>>>>>>> polygon2, )
>>>>>>>> - How do I set the UVs ?
>>>>>>>> - How do I tell the Shader to pick one image according to the
>>>>>>>> Polygon ID ?
>>>>>>>>
>>>>>>>> I can do it with particles, but I would like to do it with polygons.
>>>>>>>>
>>>>>>>> I'm sure someone already did this ...
>>>>>>>>
>>>>>>>> Thank you !
>>>>>>>>
>>>>>>>> --
>>>>>>>> Softimage Mailing List.
>>>>>>>> To unsubscribe, send a mail to
>>>>>>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>>>>>>> subject, and reply to confirm.
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> * -- [image:
>>>>>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] 
>>>>>>> Pedro
>>>>>>> Alpiarça dos Santos  >>  http://probiner.xyz/ <http://probiner.xyz/>

Re: 1 texture per polygon

2016-02-24 Thread pedro santos
Yeah like I said, put all 100 pics in a 10x10 picture array pic and use ICE
an manipulate those 0 to1 UVs to fit the 10x10 grid. Dunno if that 10x10
pic is doable for you.

Cheers

On Wed, Feb 24, 2016 at 4:24 PM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Do you have a method to do this ?
> Right now I'm connecting my 100 textures in a Texture Array Switch. I feel
> like in 1984...
> I can't believe this was never addressed ...
>
> On Wed, Feb 24, 2016 at 5:04 PM, pedro santos <probi...@gmail.com> wrote:
>
>> I don't know what is the project you are working on, but if you are able
>> to compromise with just one huge texture, it's doable I think:
>> http://screencast.com/t/SDUHtvLdf4P9
>>
>> Cheers
>>
>> On Wed, Feb 24, 2016 at 3:33 PM, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>>> Concatenate strings maybe. But I'don't know how...
>>>
>>> On Wed, Feb 24, 2016 at 4:29 PM, Olivier Jeannel <facialdel...@gmail.com
>>> > wrote:
>>>
>>>> I'm around 100 pictures.
>>>>
>>>> On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon <xsiml...@gmail.com>
>>>> wrote:
>>>>
>>>>> yes, but then you are limited to a few images, and it does not scale
>>>>> procedurally to hundreds of images for example...but if just a few images
>>>>> already do the work, then you can use the multi-color switch I believe.
>>>>>
>>>>> 2016-02-24 12:22 GMT-03:00 Olivier Jeannel <facialdel...@gmail.com>:
>>>>>
>>>>>> Yes, that's what I'm thinking too.
>>>>>> Can't we build a "select case" thinguy within the render tree ?
>>>>>>
>>>>>> On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon <xsiml...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> looks like the "Time Source" parameter on the image file nodes does
>>>>>>> not accept ice attributes on a mesh.
>>>>>>>
>>>>>>> 2016-02-24 12:14 GMT-03:00 Olivier Jeannel <facialdel...@gmail.com>:
>>>>>>>
>>>>>>>> I just solved the uv part, meaning each polygon is now  covering
>>>>>>>> the hole 0-1 UV Space.
>>>>>>>> But I'm not sure it helps, I've tried all sort of indices in the
>>>>>>>> render tree but it's not working.
>>>>>>>>
>>>>>>>>
>>>>>>>> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos <probi...@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> What do you mean you solved the 1 picture per polygon bit?
>>>>>>>>>
>>>>>>>>> In my case you see it's a grid of the images I want. So, it's just
>>>>>>>>> one file I have to deal with. I don't know how you would do the 
>>>>>>>>> switch for
>>>>>>>>> 100 pics. For index though can't you just call an ICE Attribute in the
>>>>>>>>> Render Tree.
>>>>>>>>>
>>>>>>>>> Sorry not being much help. Didn't spent much time in the Render
>>>>>>>>> Tree.
>>>>>>>>>
>>>>>>>>> Cheers
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
>>>>>>>>> facialdel...@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> I solved the UV with a python script (attached) from  Piotrek
>>>>>>>>>> Marczak. Wish I could do it in ICE...
>>>>>>>>>> Now I'm fighting to have one picture per polygon index :/
>>>>>>>>>> If someone has something
>>>>>>>>>>
>>>>>>>>>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos <probi...@gmail.com
>>>>>>>>>> > wrote:
>>>>>>>>>>
>>>>>>>>>>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>>>>>>>>>>
>>>>>>>>>>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos <
>>>>>>>>>>> probi...@gmail.com> wrote:
>>>

Re: 1 texture per polygon

2016-02-24 Thread pedro santos
I don't know what is the project you are working on, but if you are able to
compromise with just one huge texture, it's doable I think:
http://screencast.com/t/SDUHtvLdf4P9

Cheers

On Wed, Feb 24, 2016 at 3:33 PM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Concatenate strings maybe. But I'don't know how...
>
> On Wed, Feb 24, 2016 at 4:29 PM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> I'm around 100 pictures.
>>
>> On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon <xsiml...@gmail.com>
>> wrote:
>>
>>> yes, but then you are limited to a few images, and it does not scale
>>> procedurally to hundreds of images for example...but if just a few images
>>> already do the work, then you can use the multi-color switch I believe.
>>>
>>> 2016-02-24 12:22 GMT-03:00 Olivier Jeannel <facialdel...@gmail.com>:
>>>
>>>> Yes, that's what I'm thinking too.
>>>> Can't we build a "select case" thinguy within the render tree ?
>>>>
>>>> On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon <xsiml...@gmail.com>
>>>> wrote:
>>>>
>>>>> looks like the "Time Source" parameter on the image file nodes does
>>>>> not accept ice attributes on a mesh.
>>>>>
>>>>> 2016-02-24 12:14 GMT-03:00 Olivier Jeannel <facialdel...@gmail.com>:
>>>>>
>>>>>> I just solved the uv part, meaning each polygon is now  covering the
>>>>>> hole 0-1 UV Space.
>>>>>> But I'm not sure it helps, I've tried all sort of indices in the
>>>>>> render tree but it's not working.
>>>>>>
>>>>>>
>>>>>> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos <probi...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> What do you mean you solved the 1 picture per polygon bit?
>>>>>>>
>>>>>>> In my case you see it's a grid of the images I want. So, it's just
>>>>>>> one file I have to deal with. I don't know how you would do the switch 
>>>>>>> for
>>>>>>> 100 pics. For index though can't you just call an ICE Attribute in the
>>>>>>> Render Tree.
>>>>>>>
>>>>>>> Sorry not being much help. Didn't spent much time in the Render Tree.
>>>>>>>
>>>>>>> Cheers
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
>>>>>>> facialdel...@gmail.com> wrote:
>>>>>>>
>>>>>>>> I solved the UV with a python script (attached) from  Piotrek
>>>>>>>> Marczak. Wish I could do it in ICE...
>>>>>>>> Now I'm fighting to have one picture per polygon index :/
>>>>>>>> If someone has something
>>>>>>>>
>>>>>>>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos <probi...@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>>>>>>>>
>>>>>>>>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos <probi...@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Hmmm I've done that the other day, but in LightWave... ahaha
>>>>>>>>>>
>>>>>>>>>> I basically transformed the UV coordinates per polygon based on
>>>>>>>>>> it's index to fit a grid of images. insteading of having separate 
>>>>>>>>>> image
>>>>>>>>>> files.. Can you do it in ICE... dunno, never tried it x)
>>>>>>>>>>
>>>>>>>>>> Good luck
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
>>>>>>>>>> facialdel...@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> Hi there,
>>>>>>>>>>>
>>>>>>>>>>> Imagine I have a collection of 100 pictur

Re: 1 texture per polygon

2016-02-24 Thread pedro santos
Hmmm I've done that the other day, but in LightWave... ahaha

I basically transformed the UV coordinates per polygon based on it's index
to fit a grid of images. insteading of having separate image files.. Can
you do it in ICE... dunno, never tried it x)

Good luck



On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel 
wrote:

> Hi there,
>
> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
> I'd like to have one picture applied per polygon of a polymesh. (picture0
> goes to polygon0, picture1 goes to polygon1, picture2 goes to polygon2, )
> - How do I set the UVs ?
> - How do I tell the Shader to pick one image according to the Polygon ID ?
>
> I can do it with particles, but I would like to do it with polygons.
>
> I'm sure someone already did this ...
>
> Thank you !
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Alpiarça dos Santos >>  http://probiner.xyz/ 
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Re: 1 texture per polygon

2016-02-24 Thread pedro santos
https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv

On Wed, Feb 24, 2016 at 2:47 PM, pedro santos <probi...@gmail.com> wrote:

> Hmmm I've done that the other day, but in LightWave... ahaha
>
> I basically transformed the UV coordinates per polygon based on it's index
> to fit a grid of images. insteading of having separate image files.. Can
> you do it in ICE... dunno, never tried it x)
>
> Good luck
>
>
>
> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Hi there,
>>
>> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
>> I'd like to have one picture applied per polygon of a polymesh. (picture0
>> goes to polygon0, picture1 goes to polygon1, picture2 goes to polygon2, )
>> - How do I set the UVs ?
>> - How do I tell the Shader to pick one image according to the Polygon ID ?
>>
>> I can do it with particles, but I would like to do it with polygons.
>>
>> I'm sure someone already did this ...
>>
>> Thank you !
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
> <http://probiner.x10.mx/>*
>



-- 



*--[image:
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Re: The public SI freelancer Index

2016-02-19 Thread pedro santos
Thank you both :)

On Tue, Feb 9, 2016 at 10:55 PM, David Saber  wrote:

> I'll send the invite soon, stay tuned
>



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Re: Goodbyes (was this is the end...)

2016-02-19 Thread pedro santos
Always go out with a BANG right? :D

https://vimeo.com/155962323

Cheers

On Fri, Feb 19, 2016 at 11:37 AM, Laurence Dodd  wrote:

> That looks great, expensive, but great
>
> On 19 February 2016 at 03:34, Sam Cuttriss  wrote:
>
>> Greetings all.
>> I only lurk occasionally.
>> But im very appreciative of all the guidance the tinkers out there have
>> provided over the years.
>> curious where everyone has ended up,
>> Im developing hand held CNC equipment these days:
>> http://www.shapertools.com
>>
>> if anyone is in the bay area and wants to check it out message me.
>> _sam
>>
>>
>>
>>
>> On Tue, Feb 9, 2016 at 6:42 PM, Kris Rivel  wrote:
>>
>>> Still lurking too. Wish I had more time to read all the threads here.
>>> Incredibly grateful for all the help everyone has given me over the many
>>> years and all the contacts I've made. I hope it never goes away. Soft is
>>> still the best tool out there...sad that its quietly fading away.
>>>
>>> Kris
>>>
>>> On Tue, Feb 9, 2016 at 7:39 PM, Adam Sale  wrote:
>>>
 Rules of engagement :-)

 On Tue, Feb 9, 2016 at 11:48 AM, Eric Turman 
 wrote:

> stupid key shortcuts...
> *R*eturn *O*n *I*nvestment
> or
> *R*ules *O*f *E*ngagement
> which one?
>
> On Tue, Feb 9, 2016 at 1:46 PM, Eric Turman 
> wrote:
>
>> *R*eturn *O*n *I*nvestment
>>
>> On Tue, Feb 9, 2016 at 1:39 PM, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>>> ROE ?
>>>
>>> On Tue, Feb 9, 2016 at 7:32 PM, Adam Sale 
>>> wrote:
>>>
 There is a bit of R.O.E. learning curve for lists.

 On Tue, Feb 9, 2016 at 10:26 AM, Gerbrand Nel 
 wrote:

> Oh shit.. I think you might be right :)
> There is a certain "crest" of creativeness about this sheep ;)
> If it is him, he seems a bit less abrasive than last time he was
> here.
> G
>
> On 09/02/2016 17:42, Cristobal Infante wrote:
>
> I am pretty sure the creative sheep has just made it's way to the
> houdini list, and it's somehow entertaining all the expert with his
> questions.
>
> I have to say people on the houdini list are extremely kind and
> but that can't last surely!!!
>
> C
>
> On 8 February 2016 at 08:40, Rob Wuijster  wrote:
>
>> ssh. don't jinx it ;-P
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 6-2-2016 3:02, Adam Sale wrote:
>>
>> Whatever happened to Creative Sheep?
>>
>> or Luke?
>>
>>
>>
>> On Fri, Feb 5, 2016 at 3:06 PM, David Saber < 
>> davidsa...@sfr.fr> wrote:
>>
>>> You'll take my XSI list from my dead cold hands! :)
>>>
>>> On 2016-02-05 02:16, Andre De Angelis wrote:
>>>
>>> Me too, even though I left the industry 4 years ago.  I still
>>> love the app and the community.
>>>
>>> I guess I'm still in denial that it's all coming to an end.  I
>>> might well be the last person to unsubscribe to the list.
>>>
>>>
>>>
>> Geen virus gevonden in dit bericht.
>> Gecontroleerd door AVG - www.avg.com
>> Versie: 2016.0.7357 / Virusdatabase: 4522/11578 - datum van
>> uitgifte: 02/08/16
>>
>>
>>
>
>

>>>
>>
>>
>> --
>>
>>
>>
>>
>> -=T=-
>>
>
>
>
> --
>
>
>
>
> -=T=-
>


>>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
>
> Laurence Dodd
> Porkpie Animation
> E: laure...@porkpie.tv
> W: www.porkpie.tv
> M: 07570 702 576
> T: 01273 278 382
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Alpiarça dos Santos >>  http://probiner.xyz/ 
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Re: Unfolder : Something like this with Ice ?

2016-01-08 Thread pedro santos
I also came from LW. Not showing the tut to hint you to use it. Just that
there might be little pieces that aid your own process.

They are making a new geometry engine in Layout, to be able to have access
to mesh elements, etc. But I just can't... I dunno... XSI is just a very
rational environment to work in, I think, and LW Layout is missing things
like a "simple" Undo... I say simple in quotes because for them won't be
that simple to implement. I still use LW for simple things that need to go
out fast. It's very good at that. But as complexity and management
requirements rise, so does the amount of pain, workarounds and
irrationality which I moved away from. I'm still regular in the forums,
skype chat, etc, but more like an aiding spectator waiting for it to go in
a direction that interests me.

Good luck with the unfolding :)



On Fri, Jan 8, 2016 at 1:18 PM, Matt Morris <matt...@gmail.com> wrote:

> https://blog.lightwave3d.com/2015/12/unified-mesh-system-part-2/
>
> And they're adding a deformation stack...
>
> On 8 January 2016 at 13:13, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Did they ?
>>
>> On Fri, Jan 8, 2016 at 2:11 PM, Matt Morris <matt...@gmail.com> wrote:
>>
>>> Looks like they're finally unifying modeller and layout...
>>>
>>> On 8 January 2016 at 12:58, Olivier Jeannel <facialdel...@gmail.com>
>>> wrote:
>>>
>>>> Doh... Lightwave. The software I quited for XSI, I was sure Newtek
>>>> would not survive...
>>>>
>>>> On Wed, Jan 6, 2016 at 3:26 PM, pedro santos <probi...@gmail.com>
>>>> wrote:
>>>>
>>>>> Lightwave Tutorial :)
>>>>> https://www.youtube.com/watch?v=WG-AcVLMJRg
>>>>>
>>>>> On Wed, Jan 6, 2016 at 2:11 PM, Olivier Jeannel <
>>>>> facialdel...@gmail.com> wrote:
>>>>>
>>>>>> Other sample for houdini
>>>>>> https://vimeo.com/147216148
>>>>>> "define parent and children_list attribute by impact radius, than use
>>>>>> those attributes to get each primitive's rotate axis and pivot."
>>>>>>
>>>>>> On Wed, Jan 6, 2016 at 3:07 PM, Olivier Jeannel <
>>>>>> facialdel...@gmail.com> wrote:
>>>>>>
>>>>>>> http://www.mustaphafersaoui.fr/folding-title-generator/
>>>>>>>
>>>>>>> Design put aside, I really like how the polygons are rotating as if
>>>>>>> they were parented to each other, unfolding the polymesh.
>>>>>>>
>>>>>>> I have no clue how this is done.
>>>>>>> How to have the polygons follow each other while beeing rotated.
>>>>>>> How to create the vectors that determines the direction of the
>>>>>>> rotation along the object.
>>>>>>> Like if it was unfolded...
>>>>>>>
>>>>>>> Does people around have some clues ?
>>>>>>>
>>>>>>> I remember polynoid released something close, but more for straight
>>>>>>> line.
>>>>>>> I've seen this but for Houdini and limited to tris :
>>>>>>> https://vimeo.com/125420748.
>>>>>>>
>>>>>>> Anyone interrested in doing something similar ?
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>>
>>>>>
>>>>>
>>>>> *--[image:
>>>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>>>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
>>>>> <http://probiner.x10.mx/>*
>>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> www.matinai.com
>>>
>>
>>
>
>
> --
> www.matinai.com
>



-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
<http://probiner.x10.mx/>*


Re: Unfolder : Something like this with Ice ?

2016-01-08 Thread pedro santos
Ahaha

On Fri, Jan 8, 2016 at 1:35 PM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Back in the day...
>
> http://www.3dstorm.com/archives/stories/fr/community/lightwave/jeannel/jeannel_1.html
>
> Eeer, for the unfolding, I'm just looking a way to do it overal. I started
> looking at the LW tut, but it was on my cell phone... I also looked at some
> method on Houdini which get me looking at some tuts, various tuts, very
> various... ... I builded some VEX grid of points, and now I have a fluid
> simulation running on  my laptop ^^; ...Polygons are still not unfolding
> though haha !
>
>
> On Fri, Jan 8, 2016 at 2:26 PM, pedro santos <probi...@gmail.com> wrote:
>
>> I also came from LW. Not showing the tut to hint you to use it. Just that
>> there might be little pieces that aid your own process.
>>
>> They are making a new geometry engine in Layout, to be able to have
>> access to mesh elements, etc. But I just can't... I dunno... XSI is just a
>> very rational environment to work in, I think, and LW Layout is missing
>> things like a "simple" Undo... I say simple in quotes because for them
>> won't be that simple to implement. I still use LW for simple things that
>> need to go out fast. It's very good at that. But as complexity and
>> management requirements rise, so does the amount of pain, workarounds and
>> irrationality which I moved away from. I'm still regular in the forums,
>> skype chat, etc, but more like an aiding spectator waiting for it to go in
>> a direction that interests me.
>>
>> Good luck with the unfolding :)
>>
>>
>>
>> On Fri, Jan 8, 2016 at 1:18 PM, Matt Morris <matt...@gmail.com> wrote:
>>
>>> https://blog.lightwave3d.com/2015/12/unified-mesh-system-part-2/
>>>
>>> And they're adding a deformation stack...
>>>
>>> On 8 January 2016 at 13:13, Olivier Jeannel <facialdel...@gmail.com>
>>> wrote:
>>>
>>>> Did they ?
>>>>
>>>> On Fri, Jan 8, 2016 at 2:11 PM, Matt Morris <matt...@gmail.com> wrote:
>>>>
>>>>> Looks like they're finally unifying modeller and layout...
>>>>>
>>>>> On 8 January 2016 at 12:58, Olivier Jeannel <facialdel...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Doh... Lightwave. The software I quited for XSI, I was sure Newtek
>>>>>> would not survive...
>>>>>>
>>>>>> On Wed, Jan 6, 2016 at 3:26 PM, pedro santos <probi...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Lightwave Tutorial :)
>>>>>>> https://www.youtube.com/watch?v=WG-AcVLMJRg
>>>>>>>
>>>>>>> On Wed, Jan 6, 2016 at 2:11 PM, Olivier Jeannel <
>>>>>>> facialdel...@gmail.com> wrote:
>>>>>>>
>>>>>>>> Other sample for houdini
>>>>>>>> https://vimeo.com/147216148
>>>>>>>> "define parent and children_list attribute by impact radius, than
>>>>>>>> use those attributes to get each primitive's rotate axis and pivot."
>>>>>>>>
>>>>>>>> On Wed, Jan 6, 2016 at 3:07 PM, Olivier Jeannel <
>>>>>>>> facialdel...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> http://www.mustaphafersaoui.fr/folding-title-generator/
>>>>>>>>>
>>>>>>>>> Design put aside, I really like how the polygons are rotating as
>>>>>>>>> if they were parented to each other, unfolding the polymesh.
>>>>>>>>>
>>>>>>>>> I have no clue how this is done.
>>>>>>>>> How to have the polygons follow each other while beeing rotated.
>>>>>>>>> How to create the vectors that determines the direction of the
>>>>>>>>> rotation along the object.
>>>>>>>>> Like if it was unfolded...
>>>>>>>>>
>>>>>>>>> Does people around have some clues ?
>>>>>>>>>
>>>>>>>>> I remember polynoid released something close, but more for
>>>>>>>>> straight line.
>>>>>>>>> I've seen this but for Houdini and limited to tris :
>>>>>>>>> https://vimeo.com/125420748.
>>>>>>>>>
>>>>>>>>> Anyone interrested in doing something similar ?
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> *--[image:
>>>>>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>>>>>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
>>>>>>> <http://probiner.x10.mx/>*
>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> www.matinai.com
>>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> www.matinai.com
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
>> <http://probiner.x10.mx/>*
>>
>
>


-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
<http://probiner.x10.mx/>*


Re: Unfolder : Something like this with Ice ?

2016-01-06 Thread pedro santos
Lightwave Tutorial :)
https://www.youtube.com/watch?v=WG-AcVLMJRg

On Wed, Jan 6, 2016 at 2:11 PM, Olivier Jeannel 
wrote:

> Other sample for houdini
> https://vimeo.com/147216148
> "define parent and children_list attribute by impact radius, than use
> those attributes to get each primitive's rotate axis and pivot."
>
> On Wed, Jan 6, 2016 at 3:07 PM, Olivier Jeannel 
> wrote:
>
>> http://www.mustaphafersaoui.fr/folding-title-generator/
>>
>> Design put aside, I really like how the polygons are rotating as if they
>> were parented to each other, unfolding the polymesh.
>>
>> I have no clue how this is done.
>> How to have the polygons follow each other while beeing rotated.
>> How to create the vectors that determines the direction of the rotation
>> along the object.
>> Like if it was unfolded...
>>
>> Does people around have some clues ?
>>
>> I remember polynoid released something close, but more for straight line.
>> I've seen this but for Houdini and limited to tris :
>> https://vimeo.com/125420748.
>>
>> Anyone interrested in doing something similar ?
>>
>>
>


-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*


Re: Happy New Year list

2016-01-05 Thread pedro santos
A good and better 2016 to everyone.

On Tue, Jan 5, 2016 at 1:50 PM, Matt Morris  wrote:

> Happy New Year chaps!
>
> On 5 January 2016 at 13:32, Rob Chapman  wrote:
>
>> All the best for 2016!
>> On 5 Jan 2016 13:13, "Juan Brockhaus"  wrote:
>>
>>> happa new year everyone.
>>> :-)
>>>
>>> Juan
>>>
>>>
>>> On Tue, Jan 5, 2016 at 2:00 PM, Tim Bolland 
>>> wrote:
>>>
 Happy New Year!

 *From:* Mirko Jankovic 
 *Sent:* Tuesday, January 05, 2016 1:46 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Happy New Year list

 Alive and well!

 Happy New Year and wish you all many many more hours in Softimage!

 On Tue, Jan 5, 2016 at 1:30 PM, Morten Bartholdy 
 wrote:

> List is still alive :)
>
>
> Happy NewYear all!
>
>
> Morten
>
>
>
>
> Den 5. januar 2016 kl. 11:27 skrev Chris Marshall <
> chrismarshal...@gmail.com>:
>
> That's it.
>
> Happy New Year everyone.
> Cheers
> Chris
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>
>
>


>>>
>>>
>
>
> --
> www.matinai.com
>



-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*


Re: POLY | Manipulating polygons

2016-01-03 Thread pedro santos
Late to the party. Well done Olivier. These sort of things are always a lot
of fun :)

On Thu, Dec 10, 2015 at 5:51 AM, Andruha Prostrelov 
wrote:

> looking really awesome !
> And demo video is very effective.
> Thank you Santa )))
>
> 2015-12-09 20:22 GMT+03:00 Rares Halmagean :
>
>> Brilliant work Olivier! Very generous of you to share.
>>
>> On 12/8/2015 5:23 AM, Chris Marshall wrote:
>>
>> Super cool!! Well done and thanks for sharing!
>>
>>
>> On 7 December 2015 at 16:02, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> Ultra Thanks!!! This is superb!!! So handy!!! Love all the nodes!
>>>
>>> On Mon, Dec 7, 2015 at 10:22 AM, Juan Brockhaus <
>>> juanxsil...@gmail.com> wrote:
>>>
 Great stuff!
 thanks for sharing!

 Juan


 On Mon, Dec 7, 2015 at 3:23 PM, < pete...@skynet.be>
 wrote:

>
> Just adding to the noise – this is looking great Olivier. (and
> Christian and Cesar)
>
> Exactly the kind of stuff I’ve hoped to see and do when first I heard
> of Moondust aka ICE.
> It didn’t turn out so easy though.
> Boy, it seems you guys really nailed this stuff – kudos!
>
> P.
>
>
>
> *From:* Olivier Jeannel 
> *Sent:* Friday, December 04, 2015 11:25 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* POLY | Manipulating polygons
>
> Hi there,
> Lately I "developped" for a recent job a set of ICE nodes to easily
> and fastly manipulate polygons.
> A lot of this techology is taken from Christian Godzinger and Cesar
> Saez. I just rewired together and compounded to ergonomic- easy to use
> purpose.
> It is really faster than the usual Particle to Island.
> If someone is interested, I'll happily share the compounds and some
> demo scenes, just drop a line in the comments.
>
> I put together a demo here :
>
> https://vimeo.com/147899293
>
> If you have the courage to scroll to the end of the video, there are
> same cheesy mixture of points manipulated around edges and around polygon
> center which are not so common (I believe).
>
> Thank you.
>


>>>
>>>
>>> --
>>> Portfolio 2013 
>>> Cinema & TV production
>>> Video Reel 
>>>
>>
>>
>>
>> --
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk
>> www.dot3d.com
>>
>>
>>
>> --
>>
>>
>> *Rares Halmagean ___ *visual development
>> and 3d character & content creation.
>> *rarebrush.com* 
>>
>
>


-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*


Re: Going to Brasil, any users/studios up for a visit?

2015-11-25 Thread pedro santos
Hey guys. Thanks for the responses and wishes!

I'll send emails accordingly as I'll start with SP, next week Wednesday up
to Friday.

Obrigado

On Tue, Nov 24, 2015 at 3:41 PM, Fabricio Chamon  wrote:

> Hi Pedro, good to have softmage folks around!
>
> We can chat sometime, and maybe you can get to visit clan vfx (
> clanvfx.com.br)
>
> I'm on a tight schedule next days, but let me know when you are arriving
> on the town so we can meet up...
>
> Fabricio
>
> Em terça-feira, 24 de novembro de 2015, Gustavo Eggert Boehs <
> gustav...@gmail.com> escreveu:
>
>> Very good work Pedro! If you are ever by Florianópolis and want to visit
>> the local university, drop me a line. In case you want to visit some
>> studios here, I can point you some people, but they are mostly small and
>> neither Softimage nor Lightwave oriented.
>>
>> Gustavo E Boehs
>> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
>> http://www.gustavoeb.com.br/
>>
>> 2015-11-23 13:58 GMT-02:00 Derek Jenson :
>>
>>> Your node work is excellent!
>>>
>>> --
>>> Date: Sun, 22 Nov 2015 14:26:52 +
>>> Subject: Going to Brasil, any users/studios up for a visit?
>>> From: probi...@gmail.com
>>> To: softimage@listproc.autodesk.com
>>>
>>>
>>> Olá
>>> I'm going to visit family in Brasil, since Decemeber 1st and will be
>>> around São Paulo, Curitíba and Ribeirão Preto. Maybe Rio de Janeiro if I
>>> end up making good contacts there.
>>>
>>> I was wondering about any users that would be up for a "chope" or any
>>> studio open to a visit so I grasp what is going on there and I can redeem
>>> my time, so it's not just leisure :)
>>>
>>> Let me know if you are up to. You can get a glimpse of what I've been up
>>> to at: http://probiner.xyz
>>>
>>> Cheers
>>> Pedro Alpiarça dos Santos
>>>
>>>
>>> --
>>>
>>>
>>>
>>> *--[image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>>> *
>>>
>>
>>


-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*


Going to Brasil, any users/studios up for a visit?

2015-11-22 Thread pedro santos
Olá
I'm going to visit family in Brasil, since Decemeber 1st and will be around
São Paulo, Curitíba and Ribeirão Preto. Maybe Rio de Janeiro if I end up
making good contacts there.

I was wondering about any users that would be up for a "chope" or any
studio open to a visit so I grasp what is going on there and I can redeem
my time, so it's not just leisure :)

Let me know if you are up to. You can get a glimpse of what I've been up to
at: http://probiner.xyz

Cheers
Pedro Alpiarça dos Santos


-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*


Re: Cluster of points driving another cluster of points

2015-10-08 Thread pedro santos
Looks nice :)

On Thu, Oct 8, 2015 at 2:00 PM, Olivier Jeannel 
wrote:

> With some help from PeterB, here's what I had in mind.
> https://drive.google.com/open?id=0B1QqhXD7Y15qR3BOZGtZRXcxSDg
> Pedro, my apologies, I was dragged away and didn't take time to answer.
> Thank's for sharing the compound :)
>
> On Thu, Oct 8, 2015 at 2:54 PM, Olivier Jeannel 
> wrote:
>
>> It works !
>> W !
>> I only have 2015, do you want the scene anyway ? Maybe just the compounds
>> could export and work in 2012?
>> https://drive.google.com/open?id=0B1QqhXD7Y15qR3BOZGtZRXcxSDg
>>
>> On Wed, Oct 7, 2015 at 8:48 PM,  wrote:
>>
>>> yes the third example was toto3.scn – gotta love my naming convention.
>>>
>>> I gave slaves and masters an initial random orientation to make sure it
>>> was respected – so having a cylindrical basis *should* work.
>>> of course, as always, the abstract test is nice, and then you try to do
>>> something more specific, and all hell breaks loose.
>>>
>>> if at some point you want to / can send a scene where you would like to
>>> solve the issue, I can have a look
>>> (no promises – and I’m on 2012 here – perhaps 2013 somewhere – and
>>> depending on available time of course..)
>>>
>>> regards, Peter
>>>
>>>
>>> *From:* Olivier Jeannel 
>>> *Sent:* Wednesday, October 07, 2015 6:57 PM
>>> *To:* pete...@skynet.be
>>> *Subject:* Re: Cluster of points driving another cluster of points
>>>
>>> Nope, was on my scene, I tried to build the brick wall. It's a
>>> cylindrical, like a tower, brick wall.
>>> But having both Master rotations and Slave rotations with different
>>> values (not beeing zero) gives some troubles.
>>> No time to investigate today, a bit overwhelmed by other stuff :/
>>> The second test is Toto3.scn ?
>>>
>>>
>>> On Wed, Oct 7, 2015 at 6:11 PM,  wrote:
>>>
 woops – not much time behind the computer today -

 > Still some rotation problem I might ask you ;)

 you mean in the test scene I sent you?
 at first sight the rotations looked correct but I’m not sure



 *From:* Olivier Jeannel 
 *Sent:* Tuesday, October 06, 2015 9:34 PM
 *To:* mailto:softimage@listproc.autodesk.com
 
 *Subject:* Re: Cluster of points driving another cluster of points


 Ok I'll check that tomorrow ;)
 Well, the ribbon plan is ended, i defenetly prefer the tests I made
 rather than the end result, but at least the director is happy.
 Too bad the  strand orientation is such a nightmare, could have be so
 cool with sole little maintenance...

 The destruction (it's another shot) part is because I decided to run
 some tests on ice. In fact the sequence has been made in c4d and the
 fractures were so bad that I felt the need to prepare a backup solution
 just in case. Finally the shot was validated as is. Nice rdb in c4d, with
 easy control, but the fracture tool is just a bad joke.
 I'm half happy with momentum, some nice ice control, but feels maybe
 unfinished. Or maybe not enough docs.
 So well, the  ice destruction is a side project. I'm very happy with
 that cluster solved problem :)
 Still some rotation problem I might ask you ;)

 And the whole project is a documentary about le Louvre, how it was
 built along history.
 Le 6 oct. 2015 20:25,  a écrit :

> just sent you a second test which might work better for you – see your
> inbox.
>
> first you’re building a castle with unfolding ribbons and then you are
> collapsing it?
> sounds like a cool job you’re on!
>
>
>
> *From:* Olivier Jeannel 
> *Sent:* Tuesday, October 06, 2015 6:59 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Cluster of points driving another cluster of points
>
> Hey Peter !
> You just created this ? It's very impressive !
> I'm looking at it atm, very interesting.
> For what I wanted to use, it doesn't work (yet).
>
> Here's the exact scenario
> I've made a Mom Simulation of a tower colapsing down. I've used the
> Mom_Create_Cluster By Cloud  tool so that I have big chunks made of 
> smaller
> chunks that collapse again themselves later.
> This is done in ice so each chunk has a particle center.
>
> Then I wanted to add some inside bricks to give details : Imagine
> bricks stucked into chunks of mortar.
> When the chunk falls, it brings with him the cluster of bricks
> attached to him (the closest bricks) (no RBD).
> So I thought  I  could generate a brick wall, and use the center of
> each chunk to drive the SRT of the clustered bricks.
>
> But for this, I'll need 2 pointclouds.
> One PC is the RBD chunks (master/driver)

Re: Cluster of points driving another cluster of points

2015-10-06 Thread pedro santos
Hi Olivier

the static value is static kine state, I'm almost saying you could just use
the envelope ICE solver since this what you're doing mapping influence that
after will be translated into tranformations. But since I don't know if the
compound is easy to adapt to your case here's a small payload:
https://app.box.com/s/gb34e136cpusg78kc95nhm7yk1ch2ydv
I fleshed out some compound like I had done in LightWave, to basically
transform 3Dvector, 2D and scalar. Here you just want the 3D Transform. The
only new addition to a simply multiply by matrix is the Center.

I assume that there is a position where the master point does no
transformation on the cluster. That's the position you want to store. Just
Set it per point in a Tree lower in the stack, set the pb_HoldParameter
compound in a Tree above and then freeze the Tree below. The compound will
keep the values live, so you can calculate the master ID and the Center
position, and access it as a static parameter, will not update again when
the master points move because is not being calculated, but looked up on
the HoldParameter compound. Like I said this is a way I've found to have
static parameters that do not update (you don't want the master points
position update to change which points are being transformed by them I
think) or when the calculations are heavy, and you just want to keep the
result and not cleaned up by ICE garbage collection.

Image: http://prntscr.com/8okmqe  Set the pb_HoldParameter in the Top Tree
for master point rest position an for the ID of the master point for each
point in the grid point cloud. Then Freeze the bottom Tree.

Cheers

On Tue, Oct 6, 2015 at 11:58 AM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Thank you Pedro !
> The Master particles center are moving, and the slaves are supposed to
> move (SRT) driven by the master their belong to.
> Where I'm lost is : how do I create a static value / rest Position ?
> You freeze the Master, but then how do I animate it ? am I supposed to
> clone it ?
>
>
> I get the concept I think, but I'm a bit lost.
>
>
>
> On Tue, Oct 6, 2015 at 12:29 PM, pedro santos <probi...@gmail.com> wrote:
>
>> So assuming the point could items are not animated and you want a static
>> area of influence, kine.global = kine.local.
>>
>> You can store for each point in the grid the id of the master point. So
>> you don't have this calculation live, but set in one ICE Tree and Tree
>> above. So when you freeze the calculation one the other keeps the stored
>> value live, without the calculation ( like I go through here:
>> vimeo.com/138074155#t=16m10s ) This can be useful when the calculation
>> that generates the value is heavy or the the data is changing state and you
>> want a static reference (in this case, which master point are the small
>> points following).
>>
>> Other than that is like I told, this is like a "cluster with center". I
>> don't know if this is simulated or not, so I could be failing to see some
>> extra details, but:
>> Store not just the ID of the master point for each point, but also where
>> it is his "rest position", like a static value.
>> For each point you'll subtract the "rest position" of the corresponding
>> ID master point. You'll apply it's corresponding Scale and Rotation and
>> then put it back by adding the "rest position". Afterwards you add to them
>> the corresponding master point current position (which will probably be
>> different by now than the "rest position" used as pivot)
>>
>> image: http://prntscr.com/8ob1lv
>>
>>
>> Cheers
>>
>>
>> On Tue, Oct 6, 2015 at 10:57 AM, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>>> Here's a pic, what do you think ?
>>> [image: Inline image 1]
>>>
>>> On Tue, Oct 6, 2015 at 6:20 AM, pedro santos <probi...@gmail.com> wrote:
>>>
>>>> So for each point in cloud A you want the same corresponding(i) in
>>>> cloud B to be the scaling and rotation pivot? Do you additionally want it
>>>> to be position driver?
>>>>
>>>> I don't know how you're applying the transformations, but basically
>>>> just center A ones on B ones: cloudA[i].position *-* cloudB[i].position
>>>> ||| then apply Scale and Rotation to cloudA[i ||| then cloudA[i].position
>>>> *+* cloudB[i].position if it's just for scaling and rotation.
>>>>
>>>> Images, images save lives :D
>>>>
>>>>
>>>> cheers
>>>>
>>>> On Mon, Oct 5, 2015 at 10:44 PM, Olivier Jeannel <
>>>> facialdel...@gmail.com> wrote:
>>>

Re: Cluster of points driving another cluster of points

2015-10-06 Thread pedro santos
So assuming the point could items are not animated and you want a static
area of influence, kine.global = kine.local.

You can store for each point in the grid the id of the master point. So you
don't have this calculation live, but set in one ICE Tree and Tree above.
So when you freeze the calculation one the other keeps the stored value
live, without the calculation ( like I go through here:
vimeo.com/138074155#t=16m10s ) This can be useful when the calculation that
generates the value is heavy or the the data is changing state and you want
a static reference (in this case, which master point are the small points
following).

Other than that is like I told, this is like a "cluster with center". I
don't know if this is simulated or not, so I could be failing to see some
extra details, but:
Store not just the ID of the master point for each point, but also where it
is his "rest position", like a static value.
For each point you'll subtract the "rest position" of the corresponding ID
master point. You'll apply it's corresponding Scale and Rotation and then
put it back by adding the "rest position". Afterwards you add to them the
corresponding master point current position (which will probably be
different by now than the "rest position" used as pivot)

image: http://prntscr.com/8ob1lv


Cheers


On Tue, Oct 6, 2015 at 10:57 AM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Here's a pic, what do you think ?
> [image: Inline image 1]
>
> On Tue, Oct 6, 2015 at 6:20 AM, pedro santos <probi...@gmail.com> wrote:
>
>> So for each point in cloud A you want the same corresponding(i) in cloud
>> B to be the scaling and rotation pivot? Do you additionally want it to be
>> position driver?
>>
>> I don't know how you're applying the transformations, but basically just
>> center A ones on B ones: cloudA[i].position *-* cloudB[i].position |||
>> then apply Scale and Rotation to cloudA[i ||| then cloudA[i].position *+* 
>> cloudB[i].position
>> if it's just for scaling and rotation.
>>
>> Images, images save lives :D
>>
>>
>> cheers
>>
>> On Mon, Oct 5, 2015 at 10:44 PM, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>>> @ eric : Slaves are taking the closest master.
>>> @ Simon no, one cluster of slaves is like "parented" to one master.
>>> A sort of multiply by  matrix
>>> The closest slaves particles get their SRT multiplied by the matrix of
>>> their respective slave.
>>>
>>>
>>>
>>>
>>>
>>> On Mon, Oct 5, 2015 at 11:15 PM, Simon Reeves <si...@simonreeves.com>
>>> wrote:
>>>
>>>> Or do you want all of the slaves to using the average position of all
>>>> the masters?
>>>>
>>>> On Mon, 5 Oct 2015 at 21:20, Eric Thivierge <ethivie...@gmail.com>
>>>> wrote:
>>>>
>>>>> How are you going to tell which slave to follow which master?
>>>>>
>>>>> 
>>>>> Eric Thivierge
>>>>> http://www.ethivierge.com
>>>>>
>>>>> On Mon, Oct 5, 2015 at 4:08 PM, Olivier Jeannel <
>>>>> facialdel...@gmail.com> wrote:
>>>>>
>>>>>> I don't know how to do that :
>>>>>>
>>>>>> Let's say I have a grid of 10 particles moving in a simultion
>>>>>> (Master).
>>>>>>
>>>>>> Let's say I create another grid of 100 particles (slaves).
>>>>>>
>>>>>> I want those 100 particles to follow in position, rotation and scale
>>>>>> the 10 master particles.
>>>>>> I don't want the slaves to get the position of the master, I want the
>>>>>> master to behave like the center of the slaves chunk/cluster.
>>>>>>
>>>>>> Not sure I'm clear.
>>>>>>
>>>>>
>>>>> --
>>>> Simon Reeves
>>>> London, UK
>>>> *si...@simonreeves.com <si...@simonreeves.com>*
>>>> *www.simonreeves.com <http://www.simonreeves.com/>*
>>>> *www.analogstudio.co.uk <http://www.analogstudio.co.uk/>*
>>>>
>>>
>>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
>> <http://probiner.x10.mx/>*
>>
>
>


-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
<http://probiner.x10.mx/>*


Re: Cluster of points driving another cluster of points

2015-10-05 Thread pedro santos
So for each point in cloud A you want the same corresponding(i) in cloud B
to be the scaling and rotation pivot? Do you additionally want it to be
position driver?

I don't know how you're applying the transformations, but basically just
center A ones on B ones: cloudA[i].position *-* cloudB[i].position ||| then
apply Scale and Rotation to cloudA[i ||| then cloudA[i].position *+*
cloudB[i].position
if it's just for scaling and rotation.

Images, images save lives :D


cheers

On Mon, Oct 5, 2015 at 10:44 PM, Olivier Jeannel 
wrote:

> @ eric : Slaves are taking the closest master.
> @ Simon no, one cluster of slaves is like "parented" to one master.
> A sort of multiply by  matrix
> The closest slaves particles get their SRT multiplied by the matrix of
> their respective slave.
>
>
>
>
>
> On Mon, Oct 5, 2015 at 11:15 PM, Simon Reeves 
> wrote:
>
>> Or do you want all of the slaves to using the average position of all the
>> masters?
>>
>> On Mon, 5 Oct 2015 at 21:20, Eric Thivierge  wrote:
>>
>>> How are you going to tell which slave to follow which master?
>>>
>>> 
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>> On Mon, Oct 5, 2015 at 4:08 PM, Olivier Jeannel 
>>> wrote:
>>>
 I don't know how to do that :

 Let's say I have a grid of 10 particles moving in a simultion (Master).

 Let's say I create another grid of 100 particles (slaves).

 I want those 100 particles to follow in position, rotation and scale
 the 10 master particles.
 I don't want the slaves to get the position of the master, I want the
 master to behave like the center of the slaves chunk/cluster.

 Not sure I'm clear.

>>>
>>> --
>> Simon Reeves
>> London, UK
>> *si...@simonreeves.com *
>> *www.simonreeves.com *
>> *www.analogstudio.co.uk *
>>
>
>


-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*


Re: Unable to select anything in scene explorer.

2015-09-16 Thread pedro santos
I had this issue sometime ago, was really really strange. What fixed it?
locking the ICE Tree...

On Wed, Sep 16, 2015 at 1:19 PM, Ognjen Vukovic  wrote:

> Well a system restore did the trick So im going to presume its down to
> the optional wddm graphics update that happened yesterday. So just a heads
> up to watch out for that.
>
> On Wed, Sep 16, 2015 at 1:14 PM, Ognjen Vukovic  wrote:
>
>> Heavy in the pass section. other then that nothing remarkable, maybe
>> 20-30 pieces of geometry. The thing is if i "select" my passes by clicking
>> on them, even if they aren't visibly selected and run "render selected
>> passes" it reports that there's no selection. Also it wont work at all,
>> even in a new scene :). Oh the joy.
>>
>>
>>
>> The driver update did nothing, but i just checked windows update log and
>> it update the wdm graphics adapter yesturday Could that have any
>> influence on it?
>> Or is there somewhere in the registry i could completely wipe soft from
>> my pc and have it reinstalled clean?
>>
>>
>> On Wed, Sep 16, 2015 at 1:04 PM, Tom Kleinenberg 
>> wrote:
>>
>>> Have you tried refreshing the explorer pressing F5 over the explorer? We
>>> had a few really heavy scenes where the explorer would stop responding,
>>> undoes would stop. Is it a heavy scene or a new scene?
>>>
>>> On 16 September 2015 at 12:52, Ognjen Vukovic  wrote:
>>>
 I haven't updated in quite a while could do the trick but i dont
 see why that would crash the selection.
 I ran runonce.bat and nothing, and when i click on anything in the
 explorer i get a ppg but theres no selection being made.
 I guess ill give the drivers a go and report back.

 On Wed, Sep 16, 2015 at 12:47 PM, Orlando Esponda <
 orlando.espo...@gmail.com> wrote:

> Have you tried uptading the graphics card drivers?
> El 16/09/2015 05:43, "Ognjen Vukovic"  escribió:
>
>> Hi guys,
>> Has anyone seen similar behavior as in the title.
>> Im unable to select anything in the explorer. Just reinstalled soft,
>> deleted preference folder, its still the same.
>>
>

>>>
>>
>


-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*


OT: "All your asset are belong to us!"?

2015-09-10 Thread pedro santos
Google cloud rendering
http://www.creativebloq.com/3d/google-aims-speed-3d-workflows-91516584

-- 



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http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*


Re: OT: a funny one

2015-09-08 Thread pedro santos
So it's not a spineless job... :D Let the puns begin!

On Tue, Sep 8, 2015 at 11:01 PM, Eric Turman  wrote:

> Spines for arms and legs...:P
>
> On Tue, Sep 8, 2015 at 4:56 PM, Andres Stephens 
> wrote:
>
>> Just the spine? No arms and legs?
>>
>>
>>  Original message 
>> From: Sven Constable 
>> Date: 08/09/2015 16:53 (GMT-05:00)
>> To: softimage@listproc.autodesk.com
>> Subject: OT: a funny one
>>
>> quoted from a freelance job portal:
>>
>>
>>
>> *"I am looking for an animator that can take an existing flash animation
>> and copy it in spine animation (with skeleton/bones) and send me the
>> resulting spine animation file. This is a very quick project and should
>> take a good spine animator less than 1 hour.*
>>
>> *BUT if the work is good then there is potential for a very large
>> freelance job following converting an entire back catalogue of software
>> titles from fla animation to spine animation."*
>>
>>
>>
>> The job description got everything: A goofy term used by a clueless
>> person. An assumption by the same person how long it takes. AND the
>> opportunity to get a bigger job after this one.  Any spine animators on the
>> list?
>>
>>
>>
>> regards,
>>
>> sven
>>
>>
>>
>>
>>
>
>
>
> --
>
>
>
>
> -=T=-
>



-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*


Re: OT: a funny one

2015-09-08 Thread pedro santos
Funny turn of events :D

On Wed, Sep 9, 2015 at 2:35 AM, Matt Lind  wrote:

> Spine is a 2D animation program which competes with Adobe Flash (
> http://esotericsoftware.com/).
>
> The post is asking for somebody to convert an Adobe flash file (.fla) to
> Spine Animation format (.json) as a test.  It's not any different than
> asking somebody to convert Softimage to Maya or another 3D package.
>
> If you have the link, I'd like a crack at it.
>
>
>
> Matt
>
>
>
>
> Date: Tue, 8 Sep 2015 23:53:15 +0200
> From: "Sven Constable" 
> Subject: OT:  a funny one
> To: 
>
>
> quoted from a freelance job portal:
>
>
>
> "I am looking for an animator that can take an existing flash animation and
> copy it in spine animation (with skeleton/bones) and send me the resulting
> spine animation file. This is a very quick project and should take a good
> spine animator less than 1 hour.
>
> BUT if the work is good then there is potential for a very large freelance
> job following converting an entire back catalogue of software titles from
> fla animation to spine animation."
>
>
>
> The job description got everything: A goofy term used by a clueless person.
> An assumption by the same person how long it takes. AND the opportunity to
> get a bigger job after this one.  Any spine animators on the list?
>
>
>
> regards,
>
> sven
>



-- 



*--[image:
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Alpiarça dos Santos >>  http://probiner.xyz/ 
*


ICE Bend Deformer

2015-09-02 Thread pedro santos
A chimpmunk released an ICE Bend defomer :>
https://vimeo.com/138074155

Enjoy!

-- 



*--[image:
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Alpiarça dos Santos >>  http://probiner.xyz/ 
*


Re: Exported compound failing nodes when importing back.

2015-08-21 Thread pedro santos
Hi Olivier
Well I fixed some of the LERPs that were notoriously returning bad results
and for now the only one returning an error is the good old Build Array
from Set. I was asking about because it's a bit annoying to track which
LERP is problematic when you have tens of them.

It works overall after that. If you or anyone wants to play with it, I can
provide a test scene, and appreciate feedback.
DISCLAIMER: It's a WIP. The UI is a parameter dump, the video I did for a
friend to test it is long (18 minutes) and boring (lack of sleep) and it
shows there's probably too many options thought I hope they pay off when
one feels it wants more. So... You've been warned from the start :D
scene: https://app.box.com/s/s6wyu8t9kcgotgqsq9zjjf5aikjr3qfn
vid: http://mab.to/5F8I6efgL

Some parameters you can override with a single Item reference, using the
item kine channels instead of the UI or ports.


The Top and Bottom Offsets XYZ mean this actually:


My approach to this was a very strict one so there's probably times where
the cut-off doesn't please you.

Can't way to finish putting this in code and move on to something else :D

Cheers
Pedro




On Fri, Aug 21, 2015 at 3:59 PM, Olivier Jeannel facialdel...@gmail.com
wrote:

 Bad functiuning nodes are turning red usualy ( yes, i bet you already
 noticed :p ). Does the compound work overal ?
 Le 21 août 2015 13:20, pedro santos probi...@gmail.com a écrit :

 Hi again.
 Finished my bend compound and exported it fine, but when importing I get
 this:
 http://prntscr.com/876og0

 The highlighted numbers seems to identify the node in question but
 there's not a way I can use that to jump on the explorer or even the tree
 to replace the node in question with a good one is there? :/

 I usually have stuff like this with Build Array from Set not Linear
 Interpolation. Clean install is due?

 Thanks.




-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos   http://probiner.xyz/ http://probiner.xyz/
http://probiner.x10.mx/*


Re: Pretty OT :)

2015-08-21 Thread pedro santos
Pity the kids reactions where kind of fast, but the video definitely leave
you with a great feeling. Nice initiative.

On Sat, Aug 22, 2015 at 12:32 AM, Francisco Criado malcriad...@gmail.com
wrote:

 Hi guys,

 just wanted to share with you a solidarity campaign we did in VR for a
 public hospital here in Argentina for the Child`s Day, which a part of the
 3d modeling and uvs work was made in Softimage :) and Unreal Engine.Its not
 Hollywood highend style but we stole a smile to more than a hundred kids!
 Hope you like it!

 https://vimeo.com/136731161


 Francisco.

 --





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*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos   http://probiner.xyz/ http://probiner.xyz/
http://probiner.x10.mx/*


Re: So this is where the MeshMixer dev has been hiding? Nice presentation.

2015-08-17 Thread pedro santos
So well it got pulled :x

On Mon, Aug 17, 2015 at 10:21 AM, Tim Leydecker bauero...@gmx.de wrote:



 Am 17.08.2015 um 11:11 schrieb Graham Bell:

 Ha, no, because there's no reference to an actual feature name, product
 name (other than the intro) and release date. The video has been removed
 now, but there probably was a safe harbour statement at the beginning which
 is usually sufficient for this type of thing. Anything deeper and you need
 an NDA. I used to do a lot of these presentations :-)

 Over on the Foundry forums though, many there say that the content was
 good but the presentation  presenter were bad.


 Why was the presentation  presenter taken as bad but the content is still
 said to be good?

 There was no boasting, no promises, quite a bit of understatement and a
 general feeling of someone honestly sharing their findings sofar?

 Ahem. That´s a lot more than what I hoped for.

 As far as I understood it, this video wasn´t supposed to be a marketing
 flash. It was supposed to give a glimpse and that it did, very well.

 Cheers,

 tim















 The main thing though is that AD are at least showing some small glimpses
 into what they have planned. And if it was me, I’d be on to them saying get
 me an NDA and tell me more.


 G



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog
 Sent: 17 August 2015 10:06
 To: softimage@listproc.autodesk.com
 Subject: Re: So this is where the MeshMixer dev has been hiding? Nice
 presentation.

 Isn't this  Ghost of Christmas Yet to Come presentation stretching the
 limits of (the side-effects of) the fabled Sarbanes-Oxley Act?

 Greetz
 Leendert
 AKA Hirazi Blue





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Alpiarça dos Santos   http://probiner.xyz/ http://probiner.xyz/
http://probiner.x10.mx/*


Re: ICE Tree UI takes ages to load and locks up.

2015-08-15 Thread pedro santos
@Diana
Thank you as always :)

@Luceric
Thanks for the suggestion, it was already off. Right now just compounding
random groups before saving is making re-opening the scene and tree much
less painful. And then just explode them.

@Jason
I'm considering what to do with it after I finish it. Though I'll probably
need to make it more ICE adept, since this is a blueprint and some
procedures I'm using are not for this context.


Another side question. As the tree grows, having the ability to select
connections becomes hazardous since one can easily disconnect something and
not notice and then, chase around tail to find it. Any way to only be able
to select the connections near the ports?

Thanks!


On Fri, Aug 14, 2015 at 3:35 AM, Jason S jasonsta...@gmail.com wrote:

 (Oops! empy post was an inadvertant Ctrl-Enter)

 @ Diana
 Indeed, looks great for page turns, or progressively rolling up things,
 and hope would be submitted to Rray! :)
 (and we can see 26fps in one of them which seems quite snappy)

 @Luceric
 I wonder what might have made you think of that ;) or if anyone ever tried
 turning it on, to not turn it off just as soon as dragging anything to the
 tree  (and see fonts dissapear)

 In contrast, I don't think anyone would ever want to turn it off if it
 didn't do that, as an otherwise not at-all taxing to display performance
 than cleartype, and allows to actually read text when even slightly zoomed
 out, or make out words from birds eye views.

 Which may be the reason why pretty-much all ICE screen-shots are taken
 100% zoom-in (with maximized views for larger trees) or not taken at all.
 (to not have most text immediatly become almost like garbled chicken
 scratch)

 Greetz!


 On 08/13/15 22:25, Jason S wrote:


 On 08/13/15 19:02, Luc-Eric Rousseau wrote:

 Try turning off high quality text in the render tree options, if you  have
 that turned on.  Or turn it on if you're on ati




 On 08/13/15 9:18, Diana David wrote:

 :)The last 3 GIFs are quite interesting!

 -
 Com os melhores cumprimentos,
 Kind Regards,

 [image: www.dianadavid.net] http://www.dianadavid.net

-


 2015-08-12 23:05 GMT+01:00 pedro santos probi...@gmail.com:

 @Olivier
 I haven't sent to anyone else to try it. I'm assuming is a UI generation
 issue and not GPU the UI doesn't go blank, the whole application locks up
 instead.

 @Matt
 For the operations I'm doing I need these many nodes. I've already done
 other bend deformers too and of course I didn't needed all this indeed (
 http://prntscr.com/83y066 ). I'm trying to get with something a bit more
 evolved but mainly it's a code blueprint. So I can test ideas faster than I
 would with code.
 The parts that are repetitive are already compounds, since again, this is
 a code blueprint I'm interested in convert those into functions.
 I've seen people using matrix to convey operations (Delta Mush compound
 was like that I think). But this operation is not very linear. Things go up
 and down the several streams of processing, so I don't know who to do
 matrix transformation would help in this case. It did help to just compound
 some sections. Just do hide out some things, and the tree started to load
 faster. Thanks.

 @Jason S
 Just like I said to Matt, I did that and it helped. Though I'm avoiding
 do it to everything since like I mentioned I need to pull data from many
 places and having the thing a bit more flatter helps. I also don't like to
 set value and call them locally beause this is a blueprint and the
 advantage over code is that I can immediately inspect what is being used
 where.

 By the way the ICE execution is very smooth. One of the reasons I moved
 out of LW after being 90% done there( http://prntscr.com/83y3rv ) , in
 ICE that is not problem. Just the UI load that was showing as problem,
 unlike LW where it loaded in 1 sec.


 Thanks for the tips. Here's the additional gifs I ended up cooking :)
 Cheers






-- 




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http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos Animator  3DModeler  Illustrator 
http://probiner.x10.mx/ http://probiner.x10.mx/*


Re: ICE Tree UI takes ages to load and locks up.

2015-08-12 Thread pedro santos
@Olivier
I haven't sent to anyone else to try it. I'm assuming is a UI generation
issue and not GPU the UI doesn't go blank, the whole application locks up
instead.

@Matt
For the operations I'm doing I need these many nodes. I've already done
other bend deformers too and of course I didn't needed all this indeed (
http://prntscr.com/83y066 ). I'm trying to get with something a bit more
evolved but mainly it's a code blueprint. So I can test ideas faster than I
would with code.
The parts that are repetitive are already compounds, since again, this is a
code blueprint I'm interested in convert those into functions.
I've seen people using matrix to convey operations (Delta Mush compound was
like that I think). But this operation is not very linear. Things go up and
down the several streams of processing, so I don't know who to do matrix
transformation would help in this case. It did help to just compound some
sections. Just do hide out some things, and the tree started to load
faster. Thanks.

@Jason S
Just like I said to Matt, I did that and it helped. Though I'm avoiding do
it to everything since like I mentioned I need to pull data from many
places and having the thing a bit more flatter helps. I also don't like to
set value and call them locally beause this is a blueprint and the
advantage over code is that I can immediately inspect what is being used
where.

By the way the ICE execution is very smooth. One of the reasons I moved out
of LW after being 90% done there( http://prntscr.com/83y3rv ) , in ICE that
is not problem. Just the UI load that was showing as problem, unlike LW
where it loaded in 1 sec.


Thanks for the tips. Here's the additional gifs I ended up cooking :)
Cheers







On Tue, Aug 11, 2015 at 3:06 AM, Jason S jasonsta...@gmail.com wrote:

 I don't know, but isn't massiveness (or massive looking graphs) very
 dependant on how elaborate processes are, and how low-level nodes are used?

 In this case the end-result looks like there's no interpenetration however
 much 'twisted' are meshes
 (or looks like a 'smart bend')

 And I've seen ICE trees that looked very neat at the top, while having
 several levels of subgraphs that had considerable amounts of things at each
 level, which I'm sure when all expanded into one tree would make-up quite
 some trees,
 (not speaking of execution time which sometimes seems completely unrelated)

 Speaking of which, have you tried just collapsing entire graph chunks into
 compounds (at the top level) ?




 On 08/07/15 20:08, Olivier Jeannel wrote:

 Looks massive to me ;)
 Have you tried on another computer ? Just an idea : Could be a graphic
 card driver problem.

 Le 7 août 2015 19:05, pedro santos probi...@gmail.com a écrit :

 Hi, I'm doing a bend deformer in ICE
 The tree has grown, but I don't think it's something too massive:
 http://prntscr.com/80jx9k

 The UI always locked up a little bit, but I could load it eventually, but
 my last version simply doesn't load :/
 I tried to use the new ICE interaction mode buttons but to no avail. The
 execution is actually smooth, It's the tree loading that bring it to its
 knees.
 In the last days I exclamated Doh! whenever I entered a compound,
 because when I got out of it back into the main tree the same slow loading.

 Any clues to what might be the problem?

 Thanks!
 Pedro / probiner

 Here's some demo gifs I was cooking before I got locked down...












-- 




*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos Animator  3DModeler  Illustrator 
http://probiner.x10.mx/ http://probiner.x10.mx/*


Re: How to clear operators from an object without applying?

2015-08-07 Thread pedro santos
Thanks guys.
I should learn JS. When things go sour, just *pfff* web development x)

Cheers

On Fri, Jul 24, 2015 at 3:00 AM, Martin furik...@gmail.com wrote:

 Hi Pedro.

 Selection is a collection object, not an array. Use Count instead.

 Martin
 Sent from my iPhone

 On 2015/07/24, at 3:35, pedro santos probi...@gmail.com wrote:

 Hi Martin
 Thanks again for coming up with a solution, this works great! I changed it
 a bit to add a integer stack selection. I was actually surprised it ran the
 function before it was defined unlike Python :) Problem is I don't know JS
 :P So I tried to loop over selection with no avail. I noticed that if I
 had several objects selected used selection(0) or selection(1) it did
 something accordingly, but apparently I can not use .lenght to define a
 loop duration: // ERROR : Object doesn't support this property or method -
 [line 30]

 I don't know how to loop it... Well, I cal set a fixed number like 999 in
  for (var i = 0; i  selection.length; i++) { and just cope with the out of
 range error :)

 Thanks
 Pedro

 // JScript

 function delOps(oObj){
 var oOpColl = new ActiveXObject( XSI.Collection );
 var oOpStack = new Enumerator( oObj.ActivePrimitive.ConstructionHistory );
 for (;!oOpStack.atEnd();oOpStack.moveNext()){
 if (oOpStack.item().name == stack){
 var ModelingFlag = 1;
 continue;
 }
 if (ModelingFlag == 1){
 oOpColl.add (oOpStack.item());
 }
 }
 if (oOpColl.Count0) DeleteObj( oOpColl ) ;
 }

 var pickstack = 2;
 var stack = [Modeling, Shape Modeling, Animation, Secondary Shape
 Modeling][pickstack];


 //Loop Attempt #1
 for (i in selection) {
 delOps(i);
 }

 //Loop Attempt #1
 for (var i = 0; i  selection.length; i++) { // Throws error that
 selection doesn't support .length
 delOps(selection(i));
 }

 On Thu, Jul 23, 2015 at 10:17 AM, Martin Yara furik...@gmail.com wrote:

 Just delete them? Or you mean by script

 I wrote something similar in JScript to freeze some operators under
 certain stack. I just changed it to delete all operators below the Modeling
 Stack. It only works with 1 object, you'll need to add a loop.

 // JScript

 delOps(selection(0))

 function delOps(oObj){
 var oOpColl = new ActiveXObject( XSI.Collection );
 var oOpStack = new Enumerator( oObj.ActivePrimitive.ConstructionHistory );
 for (;!oOpStack.atEnd();oOpStack.moveNext()){
 if (oOpStack.item().name == Modeling){
 var ModelingFlag = 1;
 continue;
 }
 if (ModelingFlag == 1){
 oOpColl.add (oOpStack.item());
 }
 }
 if (oOpColl.Count0) DeleteObj( oOpColl ) ;
 }


 Martin


 On Thu, Jul 23, 2015 at 5:47 PM, pedro santos probi...@gmail.com wrote:




 *HiQuite a few times when I'm adding operators to multiple objects I
 would also like to clear those objects of any operator. This is not
 Freezing, as I do not want to apply those operators, but remove them. More
 over if the above is possible, is it also possible to remove operators only
 from the modeling stack? Alike one uses Freeze and Freeze modeling
 differently?Thanks*
 *Pedro*





 --




 *--[image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
 Alpiarça dos Santos Animator  3DModeler  Illustrator 
 http://probiner.x10.mx/ http://probiner.x10.mx/*




-- 




*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos Animator  3DModeler  Illustrator 
http://probiner.x10.mx/ http://probiner.x10.mx/*


ICE Tree UI takes ages to load and locks up.

2015-08-07 Thread pedro santos
Hi, I'm doing a bend deformer in ICE
The tree has grown, but I don't think it's something too massive:
http://prntscr.com/80jx9k

The UI always locked up a little bit, but I could load it eventually, but
my last version simply doesn't load :/
I tried to use the new ICE interaction mode buttons but to no avail. The
execution is actually smooth, It's the tree loading that bring it to its
knees.
In the last days I exclamated Doh! whenever I entered a compound, because
when I got out of it back into the main tree the same slow loading.

Any clues to what might be the problem?

Thanks!
Pedro / probiner

Here's some demo gifs I was cooking before I got locked down...


Re: How to clear operators from an object without applying?

2015-07-23 Thread pedro santos
Hi Martin
Thanks again for coming up with a solution, this works great! I changed it
a bit to add a integer stack selection. I was actually surprised it ran the
function before it was defined unlike Python :) Problem is I don't know JS
:P So I tried to loop over selection with no avail. I noticed that if I
had several objects selected used selection(0) or selection(1) it did
something accordingly, but apparently I can not use .lenght to define a
loop duration: // ERROR : Object doesn't support this property or method -
[line 30]

I don't know how to loop it... Well, I cal set a fixed number like 999 in
 for (var i = 0; i  selection.length; i++) { and just cope with the out of
range error :)

Thanks
Pedro

// JScript

function delOps(oObj){
var oOpColl = new ActiveXObject( XSI.Collection );
var oOpStack = new Enumerator( oObj.ActivePrimitive.ConstructionHistory );
 for (;!oOpStack.atEnd();oOpStack.moveNext()){
if (oOpStack.item().name == stack){
var ModelingFlag = 1;
continue;
}
if (ModelingFlag == 1){
oOpColl.add (oOpStack.item());
}
}
 if (oOpColl.Count0) DeleteObj( oOpColl ) ;
}

var pickstack = 2;
var stack = [Modeling, Shape Modeling, Animation, Secondary Shape
Modeling][pickstack];


//Loop Attempt #1
for (i in selection) {
delOps(i);
}

//Loop Attempt #1
for (var i = 0; i  selection.length; i++) { // Throws error that selection
doesn't support .length
delOps(selection(i));
}

On Thu, Jul 23, 2015 at 10:17 AM, Martin Yara furik...@gmail.com wrote:

 Just delete them? Or you mean by script

 I wrote something similar in JScript to freeze some operators under
 certain stack. I just changed it to delete all operators below the Modeling
 Stack. It only works with 1 object, you'll need to add a loop.

 // JScript

 delOps(selection(0))

 function delOps(oObj){
 var oOpColl = new ActiveXObject( XSI.Collection );
 var oOpStack = new Enumerator( oObj.ActivePrimitive.ConstructionHistory );
  for (;!oOpStack.atEnd();oOpStack.moveNext()){
 if (oOpStack.item().name == Modeling){
 var ModelingFlag = 1;
 continue;
 }
 if (ModelingFlag == 1){
 oOpColl.add (oOpStack.item());
 }
 }
  if (oOpColl.Count0) DeleteObj( oOpColl ) ;
 }


 Martin


 On Thu, Jul 23, 2015 at 5:47 PM, pedro santos probi...@gmail.com wrote:




 *HiQuite a few times when I'm adding operators to multiple objects I
 would also like to clear those objects of any operator. This is not
 Freezing, as I do not want to apply those operators, but remove them. More
 over if the above is possible, is it also possible to remove operators only
 from the modeling stack? Alike one uses Freeze and Freeze modeling
 differently?Thanks*
 *Pedro*





-- 




*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos Animator  3DModeler  Illustrator 
http://probiner.x10.mx/ http://probiner.x10.mx/*


Re: Nodal Setups and Utilities Reel 2015

2015-07-06 Thread pedro santos
Guys
Thank you for the kind remarks. The video afterwards was moved to here:
https://vimeo.com/124209355

I've done a python implementation of a Bend deformer for another software
that doesn't provide it and really have to say that I prefer the
interactiveness of nodes when designing an algorithm. When nodal trees
really grow, even with compounds, they can become too much to bare, also
due to UI and navigation issues. But the live feedback of my actions,
coupled with ICE visual displays, the UI and SDK handled for free, feels
much faster, than having to handle these myself while I'm still making
design decisions about the operation and its options. Ended up fleshing and
re-fleshing what I wanted to do in nodes and then copied and pasted into
code after the design was clear.

Best
Pedro



On Fri, Jun 12, 2015 at 6:18 PM, Pierre Schiller 
activemotionpictu...@gmail.com wrote:

 Frend, it´s the most inspiring ICE reel I´ve seen this year. :)
 Congratulations!

 On Fri, Jun 12, 2015 at 10:17 AM, Ed Schiffer edschif...@gmail.com
 wrote:

 Awesome, Pedro!

 On Fri, Jun 12, 2015 at 10:03 AM, Morten Bartholdy x...@colorshopvfx.dk
 wrote:

   Love it - very nicely done Pedro :)



 Morten




 Den 12. juni 2015 kl. 12:05 skrev pedro santos probi...@gmail.com:

Just plugging my recent reel on nodal approaches.

 https://vimeo.com/130052083

 Cheers







 --
 www.edschiffer.com




 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012




-- 




*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos Animator  3DModeler  Illustrator 
http://probiner.x10.mx/ http://probiner.x10.mx/*


Nodal Setups and Utilities Reel 2015

2015-06-12 Thread pedro santos
Just plugging my recent reel on nodal approaches.

https://vimeo.com/130052083

Cheers


Re: The shadow over The Foundry

2015-04-28 Thread pedro santos
Raffaele, the thing is nothing like Photoshop has risen yet, right? Little
competition there unlike say, MAX. They certainly cemented their position
with applications integration and the acquisition of Macromedia, which had
some overlap with Fireworks and Freehand, even being web-oriented, in tune
to the why of the whole acquisition. Corel vanished. They are also in a
good spot in video due to Apple mess up. Avid and Final Cut where a
reference and now there's... Premiere... My point being. Even though they
are big, was it through wrong doing? I guess we can all point enduring
pains in Photoshop, After Effects, etc, but the focus of their products is
not VFX, but design, so I don't understand how you turn that in contempt.
Plus of the package Nuke is the only VFX venue right? Modo is not quite
there yet.

And your point about Maya being 3-4% tells more about the value of this
division to AD than the value to Adobe.

Anyways, I agree with Cristobal Infante to some degree, strange piece of
news...

Sent you an email Raffaele.


Clicking on Object or parameters of it doesn't select them. Keeps selecting ICE Tree.

2015-04-24 Thread pedro santos
Hi
I Noticed this previously and it's rather annoying that some times (yes, it
is not consistent) when an object has an ICE Tree I can't select the object
or any of its attributes.

Has happened several times but here's a sample video of the scene that was
throwing me this today: http://screencast.com/t/rTv0eJFSMU
Notice that I cannot select Calf_Anim.Body or it's clusters, Delta Mush ICE
Tree keeps selected. Other objects are selected fine.

I would like to know if someone else noticed this and if there's a fix.

Using SI 2015.

Thanks
Pedro


Re: OT: Lab for 3DSMax

2015-04-12 Thread pedro santos
That MAX taste right? x)
But it touches some soft spots for me. Deformation and topology operations.
https://www.youtube.com/watch?v=dN5NXLDjH1sfeature=youtu.be

On Mon, Apr 13, 2015 at 2:15 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Why would anyone bother when they could use Fabric for free for the same
 thing and also have it go across packages?
 The now you can be a programmer too! video style, complete with royalty
 free music loop, also made me throw up a bit in the back of my mouth :p

 On Mon, Apr 13, 2015 at 10:48 AM, pedro santos probi...@gmail.com wrote:

 And a new video is out... https://www.youtube.com/watch?v=tmudH_C97O4

 When I saw the video this subconsciously jumped on my brain and I went
 back to be sure, ahaha.





 On Thu, Apr 9, 2015 at 2:56 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 this has been around for a while.

 No idea how involved it is.

 Would love to see the performance on really demanding scenes...

 It uses C# ?

 On 9 April 2015 at 14:43, pedro santos probi...@gmail.com wrote:

 So... Good bye ICE, long live ICE... sort of... Bifrost and now Lab?

 https://www.youtube.com/watch?v=xAcid7AXGc4


 Has anyone tested it? Curious about the reach inside Max.

 Cheers





 --




 *--[image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
 Alpiarça dos Santos Animator  3DModeler  Illustrator 
 http://probiner.x10.mx/ http://probiner.x10.mx/*





 --




 *--[image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
 Alpiarça dos Santos Animator  3DModeler  Illustrator 
 http://probiner.x10.mx/ http://probiner.x10.mx/*




 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!




-- 




*--[image:
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Alpiarça dos Santos Animator  3DModeler  Illustrator 
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Re: String to Array no working or am I doing something wrong? ლ(ಠ益ಠლ)

2015-04-12 Thread pedro santos
Thank you Nono, I was trying find a string in an array of strings. Indeed I
needed a splitting element,forgot that... silly me :) It's also in the
docs... Anyway, doesn't aid what I was trying to do but thanks a lot for
the image!

Unfortunately I couldn't use the usual trick with generate sample sets to
either use Get Sub String or Find in String with it.


Anyways, I circumvented with another solutions and it's working. Thank you!

Cheers



On Sun, Apr 12, 2015 at 11:03 PM, Nono nnois...@gmail.com wrote:

 I don't know what you are after but here is a sample ice tree dealing
 with strings, finding letter to particles IDs with get sub string as a
 workaround if you can't use a string separated by commas



 On Sun, 12 Apr 2015 at 23:43 Nono nnois...@gmail.com wrote:

 No, you need to separate by spaces or commas ;-)
 Le dim. 12 avr. 2015 à 22:52, pedro santos probi...@gmail.com a écrit :

 Hello Stepen.
 Thanks for the tip, but I think I did try that, as you see in the second
 Set Data in the previous image, the port is set to integer.

 here's a small vid of me initiating the port and getting reset or just
 not working. http://screencast.com/t/Xo9HCyqsi

 Correct me if I'm wrong, from test I should get the array:

 t
 e
 s
 t

 , right? I ended up solving it another way, but stumbled upon this and
 am a bit confused because I could swear I used it before and worked as
 expected, that's all.

 Cheers


 On Sun, Apr 12, 2015 at 8:53 PM, Stephen Blair stephenrbl...@gmail.com
 wrote:

 You need to set the type for the ports d0 and d1
 They should be a numeric type like Integer or vector, matrice, or
 quaternion





 On Sun, Apr 12, 2015 at 2:16 PM, pedro santos probi...@gmail.com
 wrote:






 *I remember using it before. So I'm following what's going on. The out
 port stays black.Cheers*





 --




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 http://probiner.x10.mx/ http://probiner.x10.mx/*




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Re: OT: Lab for 3DSMax

2015-04-12 Thread pedro santos
And a new video is out... https://www.youtube.com/watch?v=tmudH_C97O4

When I saw the video this subconsciously jumped on my brain and I went back
to be sure, ahaha.





On Thu, Apr 9, 2015 at 2:56 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 this has been around for a while.

 No idea how involved it is.

 Would love to see the performance on really demanding scenes...

 It uses C# ?

 On 9 April 2015 at 14:43, pedro santos probi...@gmail.com wrote:

 So... Good bye ICE, long live ICE... sort of... Bifrost and now Lab?

 https://www.youtube.com/watch?v=xAcid7AXGc4


 Has anyone tested it? Curious about the reach inside Max.

 Cheers





 --




 *--[image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
 Alpiarça dos Santos Animator  3DModeler  Illustrator 
 http://probiner.x10.mx/ http://probiner.x10.mx/*





-- 




*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos Animator  3DModeler  Illustrator 
http://probiner.x10.mx/ http://probiner.x10.mx/*


String to Array no working or am I doing something wrong? ლ(ಠ益ಠლ)

2015-04-12 Thread pedro santos
*I remember using it before. So I'm following what's going on. The out port
stays black.Cheers*


Re: String to Array no working or am I doing something wrong? ლ(ಠ益ಠლ)

2015-04-12 Thread pedro santos
Hello Stepen.
Thanks for the tip, but I think I did try that, as you see in the second
Set Data in the previous image, the port is set to integer.

here's a small vid of me initiating the port and getting reset or just not
working. http://screencast.com/t/Xo9HCyqsi

Correct me if I'm wrong, from test I should get the array:

t
e
s
t

, right? I ended up solving it another way, but stumbled upon this and am a
bit confused because I could swear I used it before and worked as expected,
that's all.

Cheers


On Sun, Apr 12, 2015 at 8:53 PM, Stephen Blair stephenrbl...@gmail.com
wrote:

 You need to set the type for the ports d0 and d1
 They should be a numeric type like Integer or vector, matrice, or
 quaternion





 On Sun, Apr 12, 2015 at 2:16 PM, pedro santos probi...@gmail.com wrote:






 *I remember using it before. So I'm following what's going on. The out
 port stays black.Cheers*





-- 




*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos Animator  3DModeler  Illustrator 
http://probiner.x10.mx/ http://probiner.x10.mx/*


OT: Lab for 3DSMax

2015-04-09 Thread pedro santos
So... Good bye ICE, long live ICE... sort of... Bifrost and now Lab?

https://www.youtube.com/watch?v=xAcid7AXGc4


Has anyone tested it? Curious about the reach inside Max.

Cheers





-- 




*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos Animator  3DModeler  Illustrator 
http://probiner.x10.mx/ http://probiner.x10.mx/*


Re: Know the ID of an Object in an Envelope and Group? Copy Weights? Partial Gator?

2015-02-05 Thread pedro santos
@Eric Thivierge
A) Thanks, I was wondering if there was something more integrated but the
script below certainly helps.
si = Application
sel = si.Selection
for i in xrange(len(sel[0].Envelopes(0).Deformers)):
print i, sel[0].Envelopes(0).Deformers[i]

B) Thanks, GEAR indeed has a lot of little utilities that I was looking for
including this one.

@Matt Lind
A) Indeed I seem to be at fault for having the order to Type +
Alphabetical instead of None(creation): http://prntscr.com/61ahpv. With
that selected the group does show in it's ID order. Thanks

B) Agreed that some of these are certainly more script oriented operations,
tweaks, that do not require non-destructibility and dynamic feedback. ICE
is comfy though... Deals with API details, comes with a UI almost for
free and you can see the algorithms results as you build them, certainly
not always important, but it's nice when coupled with the display
properties in context.
I ended up making some compounds even though I recognize they are not the
most practical.
https://vimeo.com/118719552
Thanks for the script example, I couldn't make it run as it returned an
error: http://prntscr.com/61ao2j


Thank you all I'm sorted :D

Always love when exploring programmatic solutions, be it by code or ICE, I
end up building up small algorithmic solutions that help me in other tasks
:)

Cheers




On Wed, Jan 28, 2015 at 8:08 PM, Jeremie Passerin gerem@gmail.com
wrote:

 Not sure there is a tool for that in Gear, but there is some code you can
 use to write such a tool. I'm pretty sure.


 On 27 January 2015 at 13:13, Eric Thivierge ethivie...@gmail.com wrote:

 A) mesh.Envelopes(0).Deformers should give you the object collection in
 the proper order. You can recreate the group by using the Envelope  Select
 Deformers and once selected, create a group.

 B) You'll have to write a script for that. Check the GEAR tools I think
 there might be a tool in there for that.

 Eric T.

 
 Eric Thivierge
 http://www.ethivierge.com

 On Tue, Jan 27, 2015 at 4:07 PM, pedro santos probi...@gmail.com wrote:

 A - Something that always bugged me is that I don't know a way to
 inspect the Order ID of and object in a Group or in an Envelope. So say I
 have Null_H Which in the deformers or group list shows up in 8th position
 (ID7) because it comes after Null_A, Null_B, etc. But that doesn't mean
 that when the group was made that was the selection order. So when you do a
 Set Envelope and select the group, again it uses the same order, even
 though the lists are ordered alphabetically.
 Now... I can do this in ICE like this... http://i.imgur.com/OIegAAA.png But
 feels cumbersome... :/

 B - How do I copy the all the weight information from one point to other
 points. If one has to have parts to have plain weight values that match a
 nearby point it's handy to sort of Constrain Object To Cluster, but
 there's no Copy Paste in the Weight Editor for a single point whole info.
 Again, I can do it in ICE... but..

 Cheers


 --




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On Tue, Jan 27, 2015 at 11:11 PM, Matt Lind speye...@hotmail.com wrote:

 A - The default behavior in Softimage is to use chronological order of
 creation, not alphabetical order.  If a tool takes it's input from the
 selection list, items are processed in the order which they were selected.

 B - the easiest way to copy weights is to store them in a GridData object
 as a scratchpad, modify the weights values as desired, then apply the
 GridData weights back onto the envelope.  The GridData is a 2D array just
 like you see in the envelope weights editor.  Each row of the GridData is a
 point on the envelope.  Each column of the GridData represents a deformer.
 To copy the weights between points, you copy the weights from one row and
 paste onto another.

 // example - JScript

 // get reference to selected enveloped geometry
 var oObject = Selection(0);

 // get envelope operator from enveloped geometry
 // NOTE: should verify Object.Envelopes.Count  0
 // before grabbing the envelope operator
 var oEnvelope = oObject.Envelopes(0).Envelope;

 // store weights in a temporary GridData object (2D array)
 var oWeightData = XSIFactory.CreateGridData();
 oWeightData.Data = oEnvelope.Weights.Array;

 // Make modifications (example, copy weights from vertex 23 to vertex 164)
 var aVertexWeightValues = oWeightData.GetRowValues( 23 ).toArray();
 oWeightData.SetRowValues( 164, aVertexWeightValues );


 // update the envelope with modified weights.
 // (this will trigger the scene graph to re-evaluate the envelope.)
 oEnvelope.Weights.Array = oWeightData.Data;


 The SDK docs show much the same in more detail.

 Keep in mind when you do your weight copying/pasting in ICE, it's doing it
 as an operator

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